Esempio n. 1
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    // Update is called once per frame
    void Update()
    {
        // 1
        float timeInterval = Time.time - startTime;

        gameObject.transform.position = Vector3.Lerp(startPosition, targetPosition, timeInterval * speed / distance);

        // 2
        if (gameObject.transform.position.Equals(targetPosition))
        {
            if (target != null)
            {
                // 3

                Transform healthBarTransform = target.transform.FindChild("HealthBar");
                anim = target.GetComponent <Animator> ();
                HealthBar healthBar = healthBarTransform.gameObject.GetComponent <HealthBar>();
                healthBar.currentHealth -= Mathf.Max(damage, 0);
                MoveEnemy move = target.GetComponent <MoveEnemy> ();
                // 4
                if (healthBar.currentHealth <= 0)
                {
                    anim.SetBool("isDead", true);
                    move.setDead(true);
                    AudioSource audioSource = target.GetComponent <AudioSource>();
                    AudioSource.PlayClipAtPoint(audioSource.clip, transform.position);
                    Debug.Log("Here");
                    gameManager.Gold += 30;
                    Destroy(target, 2f);
                }
            }
            Destroy(gameObject);
        }
    }
Esempio n. 2
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 void Awake()
 {
     enemy   = FindObjectOfType <MoveEnemy>();
     canMove = true;
     rigid   = GetComponent <Rigidbody2D>();
     anim    = GetComponent <Animator>();
 }
Esempio n. 3
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    void Awake()
    {
        Cursor.lockState = CursorLockMode.Locked;


        enemyScript = FindObjectOfType <MoveEnemy>();
    }
Esempio n. 4
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    // Update is called once per frame
    void Update()
    {
        if (Time.time - startTime < duration)
        {
            for (int i = 0; i < target.Count; i++)
            {
                if (target[i] != null)
                {
                    // 3
                    Transform healthBarTransform = target[i].transform.FindChild("HealthBar");
                    HealthBar healthBar          = healthBarTransform.gameObject.GetComponent <HealthBar>();
                    healthBar.currentHealth -= Mathf.Max(damage, 0);
                    Animator  anim = target [i].GetComponent <Animator> ();
                    MoveEnemy move = target [i].GetComponent <MoveEnemy> ();
                    // 4
                    if (healthBar.currentHealth <= 0)
                    {
                        anim.SetBool("isDead", true);
                        move.setDead(true);
                        AudioSource audioSource = target[i].GetComponent <AudioSource>();
                        AudioSource.PlayClipAtPoint(audioSource.clip, transform.position);
                        Destroy(target[i], 2f);

                        gameManager.Gold += 50;
                    }
                }
            }
        }
        else
        {
            Destroy(gameObject);
        }
    }
Esempio n. 5
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    void OnCollisionEnter(Collision other)
    {
        // End the game if an enemy not in the dying state hits us.
        if (other.gameObject.name == "GameLogic" || other.gameObject.tag == "Enemy")
        {
            Debug.Log("Hit");
            MoveEnemy en = other.gameObject.GetComponent <MoveEnemy>(); animator.SetBool("isDead", true);
            Destroy(other.gameObject);

            /*  if (!en.IsDying())
             * {
             *
             *    // Character.GetComponent<Animation>().wrapMode = dead.Wrap;
             *    //Character.GetComponent<Animation>().CrossFade(dead.Clips.name);
             *
             *    gameController.GameOver(false);
             * }
             * else
             * {
             *
             *
             * }
             */
        }
    }
Esempio n. 6
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        /**
         * create the list of action use in the game
         * set the logo for each action
         */
        public List <Action> GetActionList()
        {
            List <Action> actionList = new List <Action>();

            foreach (ACTION_TYPE type in ActionInTimeline)
            {
                switch (type)
                {
                case ACTION_TYPE.ATTACK:
                {
                    Attack attack = new Attack();
                    attack.actionLogo = attackLogo;
                    actionList.Add(attack);
                }
                break;

                case ACTION_TYPE.DEFEND:
                {
                    Defend defend = new Defend();
                    defend.actionLogo = defendLogo;
                    actionList.Add(defend);
                }
                break;

                case ACTION_TYPE.CURSE:
                {
                    Curse curse = new Curse();
                    curse.actionLogo = curseLogo;
                    actionList.Add(curse);
                }
                break;

                case ACTION_TYPE.MOVE_ENEMY:
                {
                    MoveEnemy moveEnemy = new MoveEnemy();
                    moveEnemy.actionLogo = moveEnemyLogo;
                    actionList.Add(moveEnemy);
                }
                break;

                case ACTION_TYPE.SPAWN_ENEMY:
                {
                    SpawnEnemy spawnEnemy = new SpawnEnemy();
                    spawnEnemy.actionLogo = spawnEnemyLogo;
                    actionList.Add(spawnEnemy);
                }
                break;

                case ACTION_TYPE.SPAWN_FOW:
                {
                    SpawnFOW spawnFOW = new SpawnFOW();
                    spawnFOW.actionLogo = spawnFOWLogo;
                    actionList.Add(spawnFOW);
                }
                break;
                }
            }
            return(actionList);
        }
Esempio n. 7
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 // Start is called before the first frame update
 void Start()
 {
     ComboCountObject = GameObject.Find("ComboCheck").GetComponent <Combo>();
     UiObject         = GameObject.Find("UIObject").GetComponent <UI>();
     attack           = false;
     player           = GameObject.FindGameObjectWithTag("Player");
     move             = transform.parent.GetComponent <MoveEnemy>();
 }
Esempio n. 8
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 private void Start()
 {
     economy        = GameObject.Find("GameMaster").GetComponent <Economy>();
     soundManager   = GameObject.Find("SoundManager").GetComponent <SoundManager>();
     moveEnemy      = GetComponent <MoveEnemy>();
     enemyMaxHealth = enemyHealth;
     normalSpeed    = moveEnemy.speed;
     enemySprite    = GetComponentInChildren <SpriteRenderer>();
 }
    public override void OnInspectorGUI()
    {
        MoveEnemy moveEnemy = (MoveEnemy)target;
        HealthBar healthBar = moveEnemy.GetComponentInChildren <HealthBar>();

        healthBar.maxHealth     = EditorGUILayout.FloatField("Max Health", healthBar.maxHealth);
        healthBar.currentHealth = EditorGUILayout.Slider("Current Health", healthBar.currentHealth, 0, healthBar.maxHealth);

        DrawDefaultInspector();
    }
Esempio n. 10
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    // Use this for initialization
    protected virtual void Start()
    {
        enemy           = GetComponent <Enemy>();
        movement        = GetComponent <MoveEnemy>();
        pathfinding     = GetComponent <AStarPathfinding>();
        groupable       = GetComponent <Groupable>();
        playerTransform = GameManager.singleton.Player.transform;

        movement.ReachedPathEnd += Movement_ReachedPathEnd;
    }
Esempio n. 11
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    void Start()
    {
        moveEnemy  = GetComponent <MoveEnemy>();
        yurecamera = GetComponent <YureCamera>();
        myChara    = GetComponent <MyChara>();
        canvas     = GetComponent <Canvas>();

        //HPのマックスHP
        HP = maxHP;
    }
Esempio n. 12
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    //void CreateEnemy()
    //{
    //        enemy = Resources.Load("Enemy") as GameObject;
    //        Instantiate(enemy, spawnPoint.transform);
    //        createEnemy = true;
    //}

    IEnumerator CreateEnemy()
    {
        yield return(new WaitForSeconds(arrivalTime));

        enemy = Instantiate(enemyPrefab);
        MoveEnemy enemyComponent = enemy.GetComponent <MoveEnemy>();

        enemyComponent.manager = this;
        enemyComponent.player  = this.player;
    }
Esempio n. 13
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    private GameManagerBehaviour gameManager;                                                                                   //este Objeto vai tratar de alterar os dados do player na classe gameObject

    void Start()
    {
        MoveEnemy andador = this.gameObject.GetComponent <MoveEnemy> ();                                        //cria-se um objeto do tipo move enemy,

        andador.Speed = velocidade;                                                                             //para definir sua velocidade de acordo com o valor da variavel velocidade
        barraVida     = this.gameObject.transform.Find("HealthBar")                                             //2- GameObject filho deste gameObject na hierarchy com o nome de "HealthBar"
                        .GetComponent <HealthBar> ();                                                           //1- a barra de vida recebe o componente healthbar presente no

        gameManager = GameObject.FindGameObjectWithTag("GameManager")                                           //2- GameObject na hierarchy com o nome GameManager
                      .GetComponent <GameManagerBehaviour>();                                                   //1- o gameManager o componente GameManagerBehaviour presente no
    }
 private void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.tag == "Enemy")
     {
         MoveEnemy moveEnemy = other.GetComponentInParent <MoveEnemy>();
         if (state == PlayerMove.PlayerState.Atack)
         {
             moveEnemy.photonView.RPC("EnemyDamage", RpcTarget.All, 5);
         }
     }
 }
Esempio n. 15
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 private void Awake()
 {
     spawn           = handlerSpawn.GetComponent <Spawn>();
     moveplayer      = handlerMovePlayer.GetComponent <MoovePlayer>();
     moveenemy       = handlerMoveEnemy.GetComponent <MoveEnemy>();
     moveobject      = handlerMoveObject.GetComponent <MoveObject>();
     toggle          = true;
     Tx_money.text   = "" + GameData.Instance.currentScore;
     Tx_capaity.text = " " + GameData.Instance.capacity;
     canclick        = true;
 }
Esempio n. 16
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    private IEnumerator BlahCoroutine()
    {
        yield return(waitForFixedUpdate);

        GameObject enemyobject = GameObject.FindGameObjectWithTag("Enemy");

        if (enemyobject != null)
        {
            MoveEnemy enemyscript = enemyobject.GetComponent <MoveEnemy>();
            enemyscript.PerformAction();
        }
    }
Esempio n. 17
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    void Start()
    {
        moveEnemy = GetComponent <MoveEnemy>();
        //yurecamera = GetComponent<YureCamera>();
        myChara = GetComponent <MyChara>();
        canvas  = GetComponent <Canvas>();
        blood   = GetComponent <BloodRainCameraController>();

        HPGage = GameObject.Find("HPGage").GetComponent <LineRenderer>();
        //HPのマックスHP
        //HP = maxHP;
    }
Esempio n. 18
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	// Use this for initialization
	void Start () {
		moveEnemyScript = gameObject.GetComponent<MoveEnemy> ();
     	attackScript = gameObject.GetComponent<Attack> ();
     	enemyShootingScript = gameObject.GetComponent<EnemyShooting> ();
		upgradeManagementScript = GameObject.FindWithTag ("GameController").GetComponent<UpgradeManagement> ();

		moveEnemyScript.upgradeSpeedMultiplier = upgradeManagementScript.speed;
		attackScript.upgradeIncubatorDelay = upgradeManagementScript.incubatorDelay;
		attackScript.upgradeSurvivalOfSneezeChance = upgradeManagementScript.survivalOfSneezeChance;
		enemyShootingScript.upgradeBulletLifespan = upgradeManagementScript.bulletLifespan;
		enemyShootingScript.upgradeBulletNumber = upgradeManagementScript.bulletNumber;
		enemyShootingScript.upgradeBulletSpeed = upgradeManagementScript.bulletSpeed;
		enemyShootingScript.upgradeBulletSpread = upgradeManagementScript.bulletSpread;
	}
Esempio n. 19
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    IEnumerator CreateEnemyWave()
    {
        //Создаём цикл который зависит от кол-ва врагов в волне.
        for (int i = 0; i < count_in_Wave; i++)
        {
            // Создаём врага
            GameObject new_enemy = Instantiate(obj_Enemy, obj_Enemy.transform.position, Quaternion.identity);


            //Получаем компонент FollowThePath который висит на созданном враге.
            follow_Component = new_enemy.GetComponent <FollowThePath>();

            // Через ссылку передадим точки пути по которым должен перемещаться враг
            follow_Component.path_Points = path_Points;

            //Через ссылку передадим скорость с которой должен перемещаться враг
            follow_Component.speed_Enemy = speed_Enemy;

            //Через ссылку передадим значение логической переменной. Если true - движемся бесконечно, если false - уничтожаем врага в конце пути.
            follow_Component.is_Return = is_return;

            //Получим ссылку на компонент MoveEnemy который висит на созданном враге.
            enemy_Component_Script = new_enemy.GetComponent <MoveEnemy>();

            //Через ссылку передадим врагу шанс выстрела.
            enemy_Component_Script.shot_Chance = shottingSettings.shot_Chance;

            //Через ссылку передадим врагу интервал через который будет происходить выстрел
            enemy_Component_Script.shot_Time_Min = shottingSettings.shot_Timer_Min;
            enemy_Component_Script.shot_Time_Max = shottingSettings.shot_Timer_Max;

            new_enemy.SetActive(true);

            //Делаем задержку после которой продолжаем выполнения кода и создаём нового врага
            yield return(new WaitForSeconds(time_Spawn));
        }
        // Cоздаём условия( если логическая переменная для теста имеет значение true ждём 5 секунд и запускаем волну)
        if (is_Test_Wave)
        {
            yield return(new WaitForSeconds(5f));

            StartCoroutine(CreateEnemyWave());
        }

        //Если значение false уничтожаем врага в конце пути.
        if (!is_Test_Wave)
        {
            Destroy(gameObject);
        }
    }
Esempio n. 20
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    private void spawnEnemy(GameObject spawnspot)
    {
        Vector2 position = spawnspot.transform.position;

        // randomly choose enemy
        int enemy = Random.Range(0, gameManager.currentlevel.enemyPrefs.Count);

        // instaciate
        GameObject instance = Instantiate(gameManager.currentlevel.enemyPrefs[enemy], position, Quaternion.identity) as GameObject;

        instance.transform.SetParent(gameObject.transform);
        MoveEnemy mv = instance.GetComponentInChildren <MoveEnemy>();

        mv.spawnArea = spawnspot;
    }
 // Start is called before the first frame update
 void Start()
 {
     moveEnemy = GetComponent <MoveEnemy>();
     moveEnemy.enemyCollisionSet = () =>
     {
         if (atackCollisionL.activeSelf)
         {
             atackCollisionL.SetActive(false);
         }
         if (atackCollisionR.activeSelf)
         {
             atackCollisionR.SetActive(false);
         }
     };
 }
Esempio n. 22
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    public float numberDistanceForMelee = 1; //расстояние для милишной атаки


    void Start()
    {
        AImanager.AIlist.Add(this);//this или getComponnent? передаём ссылку на экземпляр в менеджер
        gameObject.name = "Monster " + Random.Range(0, 100);



        _rigidbody      = GetComponent <Rigidbody2D>();
        _rigidbody.mass = mass;

        MOVE  = GetComponent <MoveEnemy>();
        SHOOT = GetComponent <ShootingEnemy>();
        MELEE = GetComponent <MeleeEnemy>();
        DEATH = GetComponent <Death>();
        //player = GameObject.Find("Player");
        //_animation = GetComponent<Animator>();
        //body = GetComponent<Rigidbody2D>();
    }
Esempio n. 23
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    override protected void Update()
    {
        if (gameObject.transform.position.Equals(targetPosition))
        {
        }
        float timeInterval = Time.time - startTime;

        gameObject.transform.position = Vector3.Lerp(startPosition, targetPosition, timeInterval * speed / distance);

        // 2
        if (gameObject.transform.position.Equals(targetPosition))
        {
            if (target != null)
            {
                MoveEnemy enemy = target.GetComponent <MoveEnemy>();
                enemy.CurrentSpeed /= 2;
            }
            Destroy(gameObject);
        }
    }
Esempio n. 24
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    void OnCollisionEnter2D(Collision2D coll)
    {
        if (canCollide)
        {
            if (coll.gameObject.tag == "Wall")
            {
                startMarker = player.transform;
                endMarker   = transform;
                isLerping   = true;
                player.GetComponent <PlayerGrapple> ().isLerping = true;
                isWall     = true;
                canCollide = false;
            }

            if (coll.gameObject.tag == "Zombie")
            {
                print("Grapple");
                //Check for static moving zombie
                if (coll.gameObject.GetComponent <MoveEnemy> () != null)
                {
                    movingEnemy = coll.gameObject.GetComponent <MoveEnemy> ();
                    movingEnemy.enemyCanMove = false;
                }

                enemy     = coll.gameObject;
                isLerping = true;
                player.GetComponent <PlayerGrapple> ().isLerping = true;
                isEnemy = true;

                //Check for following zombie
                if (enemy.GetComponent <ZombieMove> () != null)
                {
                    enemy.GetComponent <ZombieMove> ().canMove = false;
                }

                canCollide = false;
            }
        }
    }
Esempio n. 25
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 private void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.tag == "Enemy")
     {
         MoveEnemy moveEnemy = other.GetComponentInParent <MoveEnemy>();
         if (state == PlayerMove.PlayerState.Atack)
         {
             moveEnemy.photonView.RPC("EnemyDamage", RpcTarget.All, 5);
             if (_photonView.IsMine)
             {
                 if (LocalVariables.deathblow <= 100 && animationController.DeathBlowGage == false)
                 {
                     LocalVariables.deathblow += 5;
                 }
                 else if (LocalVariables.deathblow >= 100)
                 {
                     playerMove.DeathBlowLight();
                 }
             }
         }
     }
 }
    // Update is called once per frame
    private void Update()
    {
        // 1
        int currentWave = gameManager.Wave;

        if (currentWave < waves.Length)
        {
            // 2
            float timeInterval  = Time.time - lastSpawnTime;
            float spawnInterval = waves[currentWave].spawnInterval;
            if (((enemiesSpawned == 0 && timeInterval > timeBetweenWaves) ||
                 timeInterval > spawnInterval) &&
                enemiesSpawned < waves[currentWave].maxEnemies)
            {
                // 3
                lastSpawnTime = Time.time;
                MoveEnemy newEnemy = Instantiate(waves[currentWave].enemyPrefab);
                newEnemy.waypoints = waypoints;
                enemiesSpawned++;
            }
            // 4
            if (enemiesSpawned == waves[currentWave].maxEnemies &&
                GameObject.FindGameObjectWithTag("Enemy") == null)
            {
                gameManager.Wave++;
                gameManager.Gold = Mathf.RoundToInt(gameManager.Gold * 1.1f);
                enemiesSpawned   = 0;
                lastSpawnTime    = Time.time;
            }
            // 5
        }
        else
        {
            gameManager.gameOver = true;
            GameObject gameOverText = GameObject.FindGameObjectWithTag("GameWon");
            gameOverText.GetComponent <Animator>().SetBool("gameOver", true);
        }
    }
Esempio n. 27
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 private GameObject TargetObject2(MoveEnemy moveEnemy)
 {
     //ターゲットがない時
     if (target2.Length == 0)
     {
         return(null);
     }
     //ターゲットが一つに絞られていたらそれを返す
     if (target2.Length == 1)
     {
         return(target2[0]);
     }
     //ターゲットが複数個あるとき
     else
     {
         //ターゲットの番号が決められていないとき
         if (targetNum == 0)
         {
             targetNum        = Random.Range(1, target2.Length + 1);
             moveEnemy.target = targetNum;
             return(target2[targetNum - 1]);
         }
         //ターゲットの番号が決められているとき
         else
         {
             //ターゲットの番号が決められていて、ちゃんと設定されていれば
             if (target2[targetNum - 1] != null)
             {
                 return(target2[targetNum - 1]);
             }
             //ターゲットの番号が決められている、その番号の中身がなかった時
             else
             {
                 return(null);
             }
         }
     }
 }
Esempio n. 28
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    public GameObject GetTargetObject(int targetNumber, MoveEnemy moveEnemy)
    {
        targetNum = moveEnemy.target;
        GameObject returnObj = null;

        switch (targetNumber)
        {
        case 1: returnObj = TargetObject1(moveEnemy); break;

        case 2: returnObj = TargetObject2(moveEnemy); break;

        case 3: returnObj = TargetObject3(moveEnemy); break;

        case 4: returnObj = TargetObject4(moveEnemy); break;
        }
        if (returnObj == null)
        {
            return(targetGoal);
        }
        else
        {
            return(returnObj);
        }
    }
Esempio n. 29
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 void Start()
 {
     moveEnemy = GetComponentInParent <MoveEnemy>();
 }
Esempio n. 30
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 void Start()
 {
     enemyMov = GetComponent <MoveEnemy>();
 }
Esempio n. 31
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 void Start()
 {
     moveenemy   = GetComponent <MoveEnemy> ();
     returntitle = GameObject.Find("Main Camera").GetComponent <ReturnTitle> ();
 }