void OnTriggerStay2D(Collider2D coll) { attacker attacker = coll.gameObject.GetComponent <attacker>(); if (attacker) { animator.SetTrigger("underAttackTrigger"); } }
private void OnTriggerEnter2D(Collider2D collision) { attacker enemy = collision.GetComponent <attacker>(); if (enemy != null) { collision.GetComponent <health>()._decrease_health(damage); Destroy(this.gameObject); } }
bool isTimeToSpawn(GameObject attacker) { attacker myAttacker = attacker.GetComponent <attacker>(); // float spawnDelay = myAttacker.seenEverySeconds; //float spawnPerSec = 1 / spawnDelay; float spawnTreshhold = 1 / myAttacker.seenEverySeconds * Time.deltaTime / 5; return(Random.value < spawnTreshhold); }
public GameObject copyAttacker(GameObject original) { GameObject clone = (GameObject)Instantiate(Resources.Load("attacker")); attacker cloneAttr = clone.GetComponent <attacker> (); attacker originalAttr = original.GetComponent <attacker> (); copyGenericAttr(original, clone); cloneAttr.range = originalAttr.range; return(clone); }
void OnTriggerEnter2D(Collider2D collider) { attacker attacker = collider.gameObject.GetComponent <attacker> (); Health health = collider.gameObject.GetComponent <Health> (); if (attacker && health) { health.DealDamage(damage); Destroy(gameObject); } }
bool isTimeToSpawn(GameObject attackerGameObject) { attacker attack = attackerGameObject.GetComponent <attacker> (); float meanSpawnDelay = attack.seenEverySeconds; float spawnsPerSecond = 1 / meanSpawnDelay; if (Time.deltaTime > meanSpawnDelay) { Debug.LogWarning("Spawnrate capped by frame rate"); } float threashold = spawnsPerSecond * Time.deltaTime / 5; return(Random.value < threashold); }
IEnumerator Start() { lower_value = Options._higher(lower_value); higher_value = Options._higher(higher_value); while (spawn) { float random_value = Random.Range(lower_value, higher_value); yield return(new WaitForSeconds(random_value)); int random_enemy = Random.Range(0, enemies.Length); attacker lane_attacker = (attacker)Instantiate(enemies[random_enemy], transform.position, transform.rotation); lane_attacker.transform.parent = transform; if (!time_for_main && Time.timeSinceLevelLoad > 120) { attacker _lane_attacker = (attacker)Instantiate(Resources.Load <attacker>("Prefabs/Ghost"), transform.position, transform.rotation); _lane_attacker.transform.parent = transform; time_for_main = true; } } }
public Form1() { InitializeComponent(); this.textBox1.KeyPress += onTextChanged; this.textBox2.KeyPress += onTextChanged; this.textBox3.KeyPress += onTextChanged; this.textBox4.KeyPress += onTextChanged; this.textBox5.KeyPress += onTextChanged; this.textBox6.KeyPress += onTextChanged; this.textBox7.KeyPress += onTextChanged; this.textBox8.KeyPress += onTextChanged; this.textBox9.KeyPress += onTextChanged; this.textBox10.KeyPress += onTextChanged; this.textBox11.KeyPress += onTextChanged; this.textBox12.KeyPress += onTextChanged; this.textBox13.KeyPress += onTextChanged; this.textBox14.KeyPress += onTextChanged; this.textBox15.KeyPress += onTextChanged; this.textBox16.KeyPress += onTextChanged; this.textBox17.KeyPress += onTextChanged; this.textBox18.KeyPress += onTextChanged; this.textBox19.KeyPress += onTextChanged; this.textBox20.KeyPress += onTextChanged; this.textBox21.KeyPress += onTextChanged; this.textBox22.KeyPress += onTextChanged; this.textBox23.KeyPress += onTextChanged; this.textBox24.KeyPress += onTextChanged; this.textBox1.TextChanged += fieldTextChanged; this.textBox2.TextChanged += fieldTextChanged; this.textBox3.TextChanged += fieldTextChanged; this.textBox4.TextChanged += fieldTextChanged; this.textBox5.TextChanged += fieldTextChanged; this.textBox6.TextChanged += fieldTextChanged; this.textBox7.TextChanged += fieldTextChanged; this.textBox8.TextChanged += fieldTextChanged; this.textBox9.TextChanged += fieldTextChanged; this.textBox10.TextChanged += fieldTextChanged; this.textBox11.TextChanged += fieldTextChanged; this.textBox12.TextChanged += fieldTextChanged; this.textBox13.TextChanged += fieldTextChanged; this.textBox14.TextChanged += fieldTextChanged; this.textBox15.TextChanged += fieldTextChanged; this.textBox16.TextChanged += fieldTextChanged; this.textBox17.TextChanged += fieldTextChanged; this.textBox18.TextChanged += fieldTextChanged; this.textBox19.TextChanged += fieldTextChanged; this.textBox20.TextChanged += fieldTextChanged; this.textBox21.TextChanged += fieldTextChanged; this.textBox22.TextChanged += fieldTextChanged; this.textBox23.TextChanged += fieldTextChanged; this.textBox24.TextChanged += fieldTextChanged; attackerInfo = new attacker(); attackerInfo.attack_modifier = 1; attackerInfo.defence_modifier = 1; attackerInfo.life_modifier = 1; attackerInfo.troops = new Int64[12]; defenderInfo = new defender(); defenderInfo.attack_modifier = 1; defenderInfo.defence_modifier = 1; defenderInfo.life_modifier = 1; defenderInfo.troops = new Int64[12]; result = new battleResult(); result.attackerTroops = new Int64[12]; result.defenderTroops = new Int64[12]; result.result = 0; result.fortification = new Int64[5]; }
// Use this for initialization void Start() { animator = GetComponent <Animator> (); att = GetComponent <attacker> (); }