// 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); } }
void Awake() { enemy = FindObjectOfType <MoveEnemy>(); canMove = true; rigid = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); }
void Awake() { Cursor.lockState = CursorLockMode.Locked; enemyScript = FindObjectOfType <MoveEnemy>(); }
// 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); } }
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 * { * * * } */ } }
/** * 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); }
// 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>(); }
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(); }
// 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; }
void Start() { moveEnemy = GetComponent <MoveEnemy>(); yurecamera = GetComponent <YureCamera>(); myChara = GetComponent <MyChara>(); canvas = GetComponent <Canvas>(); //HPのマックスHP HP = maxHP; }
//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; }
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); } } }
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; }
private IEnumerator BlahCoroutine() { yield return(waitForFixedUpdate); GameObject enemyobject = GameObject.FindGameObjectWithTag("Enemy"); if (enemyobject != null) { MoveEnemy enemyscript = enemyobject.GetComponent <MoveEnemy>(); enemyscript.PerformAction(); } }
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; }
// 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; }
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); } }
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); } }; }
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>(); }
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); } }
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; } } }
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); } }
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); } } } }
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); } }
void Start() { moveEnemy = GetComponentInParent <MoveEnemy>(); }
void Start() { enemyMov = GetComponent <MoveEnemy>(); }
void Start() { moveenemy = GetComponent <MoveEnemy> (); returntitle = GameObject.Find("Main Camera").GetComponent <ReturnTitle> (); }