// Use this for initialization public void Init(int _level) { player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_Manager>().gameObject; playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_StatsHolder>(); e_spriteManager = GetComponent <SpriteManager>(); // set default equipments(will be moved to savefile) e_spriteManager.SetHeadEquip(SpriteManager.S_Wardrobe.HEADP_NULL); e_spriteManager.SetTopEquip(SpriteManager.S_Wardrobe.TOP_NULL); e_spriteManager.SetBottomEquip(SpriteManager.S_Wardrobe.BOTTOM_NULL); e_spriteManager.SetShoesEquip(SpriteManager.S_Wardrobe.SHOES_NULL); e_spriteManager.SetWeaponEquip(SpriteManager.S_Weapon.DAGGER); chasingTimer = 4f; maxSpeed = 5f; // Setting Skeleton Initial State as IDLE. skeletonState = EnemySkeletonState.IDLE; enemyToPatrolTimer = 5f; canCountDownPatrolTimer = false; canPatrol = false; // Setting the range for Enemy State to be CHASE. enemyChaseRange = 5f; // Setting the range for Enemy State to be ATTACk. enemyAttackRange = 1f; enemyAttackTimer = 1f; canCountDownAttackTimer = false; canAttack = false; //Initialize Stats from the leveling system enemyLevel = _level; levelingSystem = GetComponent <LevelingSystem>(); levelingSystem.Init(this, false); }
/* Initializing of Stats */ void Start() { /* Stats will be updated accordingly with the leveling system with function <LevelingSystem.Update()> */ levelingSystem = GetComponent <LevelingSystem>(); levelingSystem.Init(this, true); LevelingEffect = GameObject.FindGameObjectWithTag("Holder").GetComponent <StructureObjectHolder>().LevelUpEffect; }
// Use this for initialization public void Init(int _level) { m_playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_StatsHolder>(); m_level = _level; levelingSystem = GetComponent <LevelingSystem>(); levelingSystem.Init(this, false); /* Initialize State Machine with its states */ m_StateMachine = new StateMachine(); m_StateMachine.AddState(new StateBossIdle("StateIdle", gameObject)); m_StateMachine.AddState(new StateBossAttack("StateAttack", gameObject)); m_StateMachine.AddState(new StateBossRage("StateRage", gameObject)); m_StateMachine.SetNextState("StateIdle"); dead = false; }
void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_Manager>().gameObject; playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_StatsHolder>(); maxSpeed = 30f; followTimer = 2f; // The amount of HP that a Pet will use to heal Player. addPlayerHP = 20f; HealCoolDownTimer = 10f; SpriteRenderTimer = 3f; HasPetHeal = false; CanHealCoolDown = false; CanActivateSprite = false; // Pet Recovery State CanPetRecover = false; HasPetRecover = false; PetRecoverTimer = 20f; // Pet current state to be GUARD. petState = PetState.FOLLOW; // Setting the range for Pet State to be GUARD. PetGuardRange = 1f; // Setting the range for Pet to heal the Player. PetHealRange = 2.5f; // Setting the range for Pet State to be TELEPORT. PetFollowRange = 5f; HasPetTeleport = false; // Setting the range for Pet to ATTACK. PetAttackRange = 1f; HasPetAttack = false; //Initialize Stats from the leveling system levelingSystem = GetComponent <LevelingSystem>(); levelingSystem.Init(this, false); // Ignore Collision between Player and Pet. Physics2D.IgnoreCollision(GetComponent <Collider2D>(), player.GetComponent <Collider2D>()); }
private void SetCurrentLevel(int _currLevel) { petLevel = _currLevel; levelingSystem.Init(this, false); }
public void Init() { m_LevelingSystem = GetComponent <LevelingSystem>(); m_LevelingSystem.Init(this, false); }