Esempio n. 1
0
    public void landSpawning()
    {
        Debug.Log("In landSpawning function");
        int numGolems = (int)(Random.Range(1, 3) + 0.5f);
        int numShrabs = 1;

        for (int i = 1; i <= numGolems; i++)
        {
            RandomEnemySpawn.spawnEnemyWithinRadius(EnemyType.Brawler, golemPrefab, 2.0f, instantiationPoint.position, 1.0f);
        }
        for (int i = 1; i <= numShrabs; i++)
        {
            RandomEnemySpawn.spawnEnemyWithinRadius(EnemyType.Shrab, shrabPrefab, 4.0f, instantiationPoint.position, 1.0f);
        }
        landSpawingCheck = false;
    }
Esempio n. 2
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    // Update is called once per frame
    void Update()
    {
        player = RandomEnemySpawn.getClosestPlayer(transform, RandomEnemySpawn.playerCenterList).gameObject;
        float disToPlayer = Vector3.Distance(transform.position, player.transform.position);

        transform.rotation = Quaternion.LookRotation(rb.velocity);
        //Debug.Log("Player position is " + player.transform.position);
        if (disToPlayer <= idleBehaviorRadius && disToPlayer > attackRadius)
        {
            neutralMovement();
        }
        else if (disToPlayer <= attackRadius)
        {
            //center = player.GetComponent<SkinnedMeshRenderer>().bounds.center;
            //speed = GetComponent<StatManager>().shly.enemyStats.getSpeed();
            speed           = GetComponent <StatManager>().shly.enemyStats.getSpeed();
            bullChargeSpeed = GetComponent <StatManager>().shly.getBullChargeSpeed();
            //transform.LookAt(player.transform);
            if (shly == null)
            {
                shly = GetComponent <StatManager>().shly;
            }
            if (shly.getAggregateNum() > 1)
            {
                if (!shly.sprainActive)
                {
                    bullCharge(player.transform.position);
                }
            }
            else
            {
                if (!shly.sprainActive)
                {
                    PelletDrop();
                }
            }
            shly.sprain(sprainEffectRadius);
        }
        else
        {
            rb.velocity = Vector3.zero;
        }
    }
Esempio n. 3
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 public void spawnEnemy(EnemyType[] types, Dictionary <GameObject, int> enemiesToSpawn, float radius)
 {
     Debug.Log("In spawnEnemy function");
     if (enemyStats.getHealth() <= enemyStats.getMaxHealth() * 0.1)
     {
         //Spawn code for other enemies - Anshul Task 6
         float maxHPProportion = Random.Range(1, 101) * 0.01f;
         int   j = 0;
         foreach (KeyValuePair <GameObject, int> kvp in enemiesToSpawn)
         {
             EnemyType typeToPass = types[j];
             for (int i = 0; i < kvp.Value; i++)
             {
                 RandomEnemySpawn.spawnEnemyWithinRadius(typeToPass, kvp.Key, radius, referenceObject.transform.position, maxHPProportion);
             }
             j++;
         }
     }
 }
Esempio n. 4
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    // Update is called once per frame
    void Update()
    {
        player = RandomEnemySpawn.getClosestPlayer(transform, RandomEnemySpawn.playerCenterList).gameObject;
        //Logic for running behaviors, ground pound is a close range attack, charge is mid-range attack and projectile launch is far range-attack
        float playerDist = Vector3.Distance(player.transform.position, transform.position);

        if (playerDist < groundPoundRange)
        {
            //mainCamera.GetComponent<cameraSoundManager>().enemyInRange = true;
            groundPound();
        }
        else if (playerDist > groundPoundRange && playerDist < chargeRange)
        {
            //mainCamera.GetComponent<cameraSoundManager>().enemyInRange = true;
            charge();
        }
        else if (playerDist > chargeRange && playerDist < shootRange)
        {
            //mainCamera.GetComponent<cameraSoundManager>().enemyInRange = true;
            setShootTrigger();
        }
        else if (playerDist > shootRange && playerDist < noActionRange)
        {
            //mainCamera.GetComponent<cameraSoundManager>().enemyInRange = false;
            Debug.Log("Golem is too far from player to enact behavior");
            idleTimer -= Time.deltaTime;
            if (idleTimer <= 0)
            {
                targetPoint           = randomPointInRadius();
                searchForNewIdlePoint = false;
                idleTimer             = oIdleTimer;
            }
            if (!searchForNewIdlePoint)
            {
                sphericalMovement(targetPoint, speed);
            }
            if (Vector3.Distance(transform.position, targetPoint) <= 0.8f)
            {
                rb.velocity           = Vector3.zero;
                searchForNewIdlePoint = true;
            }
        }
    }
Esempio n. 5
0
    // Update is called once per frame

    void Update()
    {
        player    = RandomEnemySpawn.getClosestPlayer(transform, RandomEnemySpawn.playerList).gameObject;
        diveSpeed = GetComponent <StatManager>().flyingKam.getDiveSpeed();
        transform.LookAt(player.transform); //Ensures they're always looking at the player
        Vector3 playerPos = player.transform.position;
        Vector3 enemyPos  = transform.position;

        //Debug.Log("Player position is " + playerPos);
        //Debug.Log("Distance between player and kamikaze is " + Vector3.Distance(playerPos, enemyPos));
        if (Vector3.Distance(playerPos, enemyPos) < distance)
        {
            anim.SetTrigger("Dive");
            Debug.Log("Player is at " + playerPos);
            r.velocity = (playerPos - enemyPos).normalized * diveSpeed; //Kamikazes move towards player when player is within certain distance
        }
        else
        {
            neutralMovement();
        }
    }
Esempio n. 6
0
    // Update is called once per frame
    void Update()
    {
        player             = RandomEnemySpawn.getClosestPlayer(transform, RandomEnemySpawn.playerList).gameObject;
        leftPlayerLeg      = RandomEnemySpawn.getClosestPlayer(transform, leftLegList).gameObject;
        rightPlayerLeg     = RandomEnemySpawn.getClosestPlayer(transform, rightLegList).gameObject;
        shrabMovementSpeed = GetComponent <StatManager>().shrabMovementSpeed;
        float raycastDistancePlayer = Vector3.Distance(transform.position, findRaycastPointOnSphere(player.transform.position));

        //transform.LookAt(player.transform);
        if (raycastDistancePlayer <= attackRadius)
        {
            pincerMovement();
        }
        else if (raycastDistancePlayer <= idleRadius && raycastDistancePlayer > attackRadius)
        {
            idleTimer -= Time.deltaTime;
            if (idleTimer <= 0)
            {
                targetPoint           = randomPointInRadius();
                searchForNewIdlePoint = false;
                idleTimer             = oIdleTimer;
            }
            if (!searchForNewIdlePoint)
            {
                shrabSphereMovement(targetPoint);
            }
            if (Vector3.Distance(transform.position, targetPoint) <= 0.5f)
            {
                rb.velocity           = Vector3.zero;
                searchForNewIdlePoint = true;
            }
        }
        else if (raycastDistancePlayer > idleRadius)
        {
            rb.velocity = Vector3.zero;
            //rb.freezeRotation = true;
        }
        RaycastHit hit;
        int        layerMask = ~LayerMask.GetMask("Self");

        if (Physics.Raycast(transform.position + transform.position.normalized * 10.0f, (planet.transform.position - transform.position).normalized, out hit, Mathf.Infinity, layerMask))
        {
            transform.position = hit.point;
        }

        /* if(Vector3.Distance(transform.position, player.transform.position) > 3.0f)
         * {
         *   waterShurikenAttack();
         * }
         * /*
         * foreach(Shrab s in Shrab.shrabList)
         * {
         *   if(Vector3.Distance(s.referenceObject.transform.position, transform.position) < pincerMovementRange)
         *   {
         *       shrabsInRange.Add(s);
         *   }
         * }
         * int numShrabs = 0;
         * foreach(Shrab s in shrabsInRange)
         * {
         *   numShrabs += s.getNumShrabs();
         * }
         * if(numShrabs >= 12)
         * {
         *   pincerMovement();
         * }
         */
    }
Esempio n. 7
0
    // Update is called once per frame
    void Update()
    {
        //Assumes that the timers are in the order presented above

        /*
         * shlyTimer -= Time.deltaTime;
         * if(shlyTimer <= 0 && activateShly)
         * {
         *  shly.SetActive(true);
         *  activateShly = false;
         * }
         *
         * kamikazeTimer -= Time.deltaTime;
         * if (kamikazeTimer <= 0 && activateKamikaze)
         * {
         *  kamikaze.SetActive(true);
         *  //kamikaze.GetComponent<PlayerAttack>().enabled = true;
         *  activateKamikaze = false;
         * }
         *
         * starshipTimer -= Time.deltaTime;
         * if(starshipTimer <= 0 && activateStarship)
         * {
         *  Instantiate(starship, starshipInstantionPoint, Quaternion.identity);
         *  starshipTimer = oStarshipTimer;
         *  //starship.GetComponent<StarshipEndgame>().enabled = true;
         *  //activateStarship = false;
         * }
         * shrab1Timer -= Time.deltaTime;
         * if (shrab1Timer <= 0 && activateShrab1)
         * {
         *  shrab1.SetActive(true);
         *  activateShrab1 = false;
         * }
         *
         * shrab2Timer -= Time.deltaTime;
         * if (shrab2Timer <= 0 && activateShrab2)
         * {
         *  shrab2.SetActive(true);
         *  activateShrab2 = false;
         * }
         *
         * shrab3Timer -= Time.deltaTime;
         * if (shrab3Timer <= 0 && activateShrab3)
         * {
         *  shrab3.SetActive(true);
         *  activateShrab3 = false;
         * }
         *
         * shrab4Timer -= Time.deltaTime;
         * if (shrab4Timer <= 0 && activateShrab4)
         * {
         *  shrab4.SetActive(true);
         *  activateShrab4 = false;
         * }
         *
         * golemTimer -= Time.deltaTime;
         * if(golemTimer <= 0 && activateGolem)
         * {
         *  golem.SetActive(true);
         *  activateGolem = false;
         *
         * }
         */
        shlyTimer -= Time.deltaTime;
        if (shlyTimer <= 0 && activateShly)
        {
            for (int i = 1; i <= 3; i++)
            {
                RandomEnemySpawn.spawnEnemyWithinRadius(EnemyType.Shly, shlyPrefab, 20.0f, player.transform.position + new Vector3(0f, 30f, 0f), 1.0f);
            }
            shlyTimer = oShlyTimer;
        }
        shrabTimer -= Time.deltaTime;
        if (shrabTimer <= 0 && activateShrab)
        {
            for (int i = 1; i <= 10; i++)
            {
                RandomEnemySpawn.spawnEnemyWithinRadius(EnemyType.Shrab, shrabPrefab, 20.0f, player.transform.position + new Vector3(0f, 30f, 0f), 1.0f);
            }
            shrabTimer = oShrabTimer;
        }
        kamikazeTimer -= Time.deltaTime;
        if (kamikazeTimer <= 0 && activateKamikaze)
        {
            for (int i = 1; i <= 3; i++)
            {
                RandomEnemySpawn.spawnEnemyWithinRadius(EnemyType.FlyingKamikaze, kamikazePrefab, 20f, player.transform.position + new Vector3(0f, 30f, 0f), 1.0f);
            }
            kamikazeTimer = oKamikazeTimer;
        }
        golemTimer -= Time.deltaTime;
        if (golemTimer <= 0 && activateGolem)
        {
            for (int i = 1; i <= 4; i++)
            {
                RandomEnemySpawn.spawnEnemyWithinRadius(EnemyType.Brawler, golemPrefab, 20f, player.transform.position + new Vector3(0f, 30f, 0f), 1.0f);
            }
            golemTimer = oGolemTimer;
        }
    }