public void spawnWave(SpawnDataOrder data) { if (!this.isActiveAndEnabled) { return; } for (int i = 0; i < data.number; i++) { var spawnPosition = new Vector3( Random.Range(-randomRange, randomRange), Random.Range(-randomRange, randomRange), 0.0f); GameObject grunt = (GameObject)Instantiate(data.unitPrefab, this.transform.position + spawnPosition, Quaternion.identity); CombatHandler gruntObj = grunt.GetComponent <CombatHandler>(); gruntObj.team = this.team; grunt.name = "Grunt " + this.team; WaypointMover gruntWaypoint = grunt.GetComponent <WaypointMover>(); gruntWaypoint.path = path; gruntWaypoint.offset = spawnPosition; // NetworkServer.Spawn(grunt); } }
//private Vector3 leavePosition; // Use this for initialization void Start() { inactivePS.Play(true); waypointMover = this.GetComponentInChildren <WaypointMover>(); patrolWayPoints = wayPointsHolder.waypoints; waypointMover.movementSpeed = patrolMovenmentSpeed; }
public UnitRotationController Init(WaypointMover move, Func <Vector3> getRotationTarget) { handlers = new List <EventHandler>(); m_rotated = move.transform; // MDebug.Log(" target"); move.OnMoveToWayPoint += wp => { // MDebug.Log(" Start"); StopAllCoroutines(); handlers.ForEach(h => h()); handlers = new List <EventHandler>(); StartCoroutine(TurnToWaypoint(wp)); }; move.OnMovementEnd += wp => { // MDebug.Log(" stop"); StopAllCoroutines(); handlers.ForEach(h => h()); handlers = new List <EventHandler>(); StartCoroutine(TurnToFinalPosition(getRotationTarget())); }; StartCoroutine(TurnToFinalPosition(getRotationTarget())); return(this); }
public void SetMovementTile(Tile target, List <Tile> path) { Owner.SetTile(target, false); WaypointMover mover = Owner.GetComponent <WaypointMover>(); mover.MoveOnPath(path, 3); mover.OnMovementEnd += OnMoveEnd; }
void Count() { count++; if (count == 10) { TrackingManager.TrackingCall_EasterEgg("10", PlayerLevel.Instance.GetCurrentLevel()); WaypointMover mover = gameObject.AddComponent <WaypointMover>(); UnitRotationController contr = gameObject.AddComponent <UnitRotationController>().Init(mover, _foo); contr.TurnToPosition(Camera.main.transform, () => m_animation.SetTrigger(UnitAnimationTypes.bAggro.ToString())); } else if (count == 20) { TrackingManager.TrackingCall_EasterEgg("20", PlayerLevel.Instance.GetCurrentLevel()); m_animation.SetTrigger(UnitAnimationTypes.bDying.ToString()); } else if (count == 3 || (count > 3 && M_Math.Roll(0.1f))) { TrackingManager.TrackingCall_EasterEgg("3", PlayerLevel.Instance.GetCurrentLevel()); m_animation.SetTrigger(UnitAnimationTypes.bHit.ToString()); } }
//---------------------------------------------------------------------------------- void Start() { if (!waypointMover) { waypointMover = GetComponent <WaypointMover>(); } animationComponent = GetComponent <Animation>(); if (!idleAnimation && idleVariations.Length > 0) { idleAnimation = idleVariations[0]; } if (!moveAnimation && moveVariations.Length > 0) { moveAnimation = moveVariations[0]; } if (!jumpAnimation && jumpVariations.Length > 0) { jumpAnimation = jumpVariations[0]; } }
void Awake() { EnemyCount++; hitCount = 0; sprite = GetComponent <Renderer>(); wander = GetComponent <Wander>(); waypoint = GetComponent <WaypointMover>(); stunnedState = GetComponent <StunnedState>(); eggState = GetComponent <EggState>(); ccwState = GetComponent <CCWState>(); cwState = GetComponent <CWState>(); chaseState = GetComponent <ChaseState>(); enlargeState = GetComponent <EnlargeState>(); shrinkState = GetComponent <ShrinkState>(); gameObject.GetComponent <Animator>().Play("Idle"); if (waypoint == null) { waypoint = gameObject.AddComponent <WaypointMover>(); } enemies.Add(this); }
void Awake() { _mover = GetComponent <WaypointMover>(); _squad = GameObject.FindObjectOfType <ZombieSquad>(); _initialMoveSpeed = _mover.MoveSpeed; }