// Start is called before the first frame update void Start() { GrabStdRefs(); myE = GetComponent <Enemy_Base>(); target = ServiceLocator.instance.Player; oldPos = transform.position; newPos = target.position + Vector3.forward * Random.Range(7, 40) + Vector3.right * Random.Range(-33, 33) + Vector3.up * Random.Range(5, 33); _tOffset = Random.Range(0.00f, 10.00f); shield = transform.Find("PeakyShield"); SCG_EventManager.instance.Register <Event_EnemyDeath>(EnemyDeathHandler); SCG_EventManager.instance.Register <Event_DumpReg>(EnemyDeathHandler); damageInd = GetComponentInChildren <ParticleSystem>(); _fsm = new SCG_FSM <Test_PeakyShooty>(this); _fsm.TransitionTo <Approach>(); }
void Start() { _fsm = new SCG_FSM <Asset_Boid>(this); _fsm.TransitionTo <Wander>(); _camera = Camera.main.transform; }
// Start is called before the first frame update void Start() { _sadModel = ServiceLocator.instance.Model.GetComponent <Model_ScoreAndDifficulty>(); _fsm = new SCG_FSM <View_LevelClearScoreTally>(this); _fsm.TransitionTo <Standby>(); SCG_EventManager.instance.Register <Event_LevelClear>(EventHandler); }
void Start() { playModel = ServiceLocator.instance.Model.GetComponent <Model_Play>(); sadModel = ServiceLocator.instance.Model.GetComponent <Model_ScoreAndDifficulty>(); _fsm = new SCG_FSM <Controller_EnemySpawner>(this); _fsm.TransitionTo <FirstWait>(); baddieParent = new GameObject("BaddieParent"); baddieParent.transform.SetParent(ServiceLocator.instance.Controller); SCG_EventManager.instance.Register <Event_Restart>(EventHandler); }
void Start() { myAS = gameObject.AddComponent <AudioSource>(); myAS.playOnAwake = false; myAS.loop = false; myAS.volume = .5f; myAS.clip = boop; inputModel = ServiceLocator.instance.Model.GetComponent <Model_Input>(); playModel = ServiceLocator.instance.Model.GetComponent <Model_Play>(); _fsm = new SCG_FSM <Behavior_PracticeTutorial>(this); _fsm.TransitionTo <Begin>(); }
private void Start() { _gameModel.SetGameState(ServiceLocator.GameStates.Play); _gameModel.SetControlState(ServiceLocator.ID.p0, ServiceLocator.ControlStates.Free); _gameModel.SetControlState(ServiceLocator.ID.p1, ServiceLocator.ControlStates.Free); _gameModel.SetLookDir(ServiceLocator.ID.p0, Vector3.right); _gameModel.SetLookDir(ServiceLocator.ID.p1, Vector3.right); _gameModel.SetHands(ServiceLocator.ID.p0, GameObject.FindGameObjectWithTag("P0Hands").transform); _gameModel.SetHands(ServiceLocator.ID.p1, GameObject.FindGameObjectWithTag("P1Hands").transform); _gameModel.Init(50); _p0_PlayInputs = new SCG_FSM <ControllerGame>(this); _p1_PlayInputs = new SCG_FSM <ControllerGame>(this); _GameStateFSM = new SCG_FSM <ControllerGame>(this); _GameStateFSM.TransitionTo <GameState_Play>(); }
void Start() { playModel = ServiceLocator.instance.Model.GetComponent <Model_Play>(); inputModel = ServiceLocator.instance.Model.GetComponent <Model_Input>(); gameModel = ServiceLocator.instance.Model.GetComponent <Model_Game>(); player = ServiceLocator.instance.Player; priority = 10; Schedule(this); playModel.lives = 3; gameOver.SetActive(false); _fsm = new SCG_FSM <Controller_GameState>(this); _fsm.TransitionTo <Starting>(); charge1.Stop(); charge2.Stop(); jump1.Stop(); jump2.Stop(); }