Inheritance: MonoBehaviour
Esempio n. 1
0
        public static void create(string sprite, string name, int health, int damage)
        {
            //function to create enemy and put in list
            enemy nme = new enemy(sprite, name, health, damage);

            active.Add(nme);
        }
    // Update is called once per frame
    void Update()
    {
        RaycastHit hit;

        shootingTimer   -= Time.deltaTime;
        enemyspawntimer -= Time.deltaTime;
        if (enemyspawntimer <= 0f)
        {
            enemyspawntimer = enemyspawningcooldown;
            GameObject enemyObject = Instantiate(enemyprefab);
            float      randomangle = Random.Range(0, Mathf.PI * 2);
            enemyObject.transform.position = new Vector3(gamecamera.transform.position.x + Mathf.Cos(randomangle) * enemyspawningdistance,
                                                         0,
                                                         gamecamera.transform.position.z + Mathf.Sin(randomangle) * enemyspawningdistance);
            enemy enemy1 = enemyObject.GetComponent <enemy> ();
            enemy1.direction = (gamecamera.transform.position - enemy1.transform.position).normalized;
            enemy1.transform.LookAt(Vector3.zero);
        }
        if (Physics.Raycast(gamecamera.transform.position, gamecamera.transform.forward, out hit))
        {
            Debug.Log("1");
            if (hit.transform.tag == "enemy" && shootingTimer <= 0f)
            {
                GameObject bulletobject = Instantiate(bulletprefab);
                bulletobject.transform.position = gamecamera.transform.position;
                shootingTimer = shootingcooldown;
                bullet bullet1 = bulletobject.GetComponent <bullet> ();
                bullet1.direction = gamecamera.transform.forward;
                bullet1.transform.LookAt(Vector3.zero);
            }
        }
    }
Esempio n. 3
0
//    public Sprite imgNoEnemy;

    void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
    }
Esempio n. 4
0
    void OnEnemyDied(NetworkMessage netMsg)
    {
        PlayerDead playerDied = netMsg.ReadMessage <PlayerDead>();
        enemy      victim     = players[playerDied.victim].GetComponent <enemy>();

        if (playerDied.killer == id)
        {
            addKill();
            if (kills > maxPoints)
            {
                setRecordHolder(-1, kills);
            }

            if (baseDamage == -1 && victim.getMedia() != -1)
            {
                player.GetComponent <PController>().applyBoost(victim.getMedia());
            }
            else if (baseDamage != -1 && victim.getMedia() == -1)
            {
                player.GetComponent <PController>().applyBoost(-1);
            }
        }
        else
        {
            enemy en = players[playerDied.killer].GetComponent <enemy>();
            en.addKill();
            if (en.getKills() > maxPoints)
            {
                setRecordHolder(en.getId(), en.getKills());
            }
        }
        victim.die();
    }
Esempio n. 5
0
 void Start()
 {
     obj_e = GameObject.Find("enemy");
     scr_e = obj_e.GetComponent <enemy>();
     obj_p = GameObject.Find("player");
     scr_p = obj_p.GetComponent <player>();
 }
Esempio n. 6
0
    void OnEnemyUpdate(NetworkMessage netMsg)
    {
        //Debug.Log("NET UPDATE RECEIVED");
        PlayerUpdate enemyUpdate = netMsg.ReadMessage <PlayerUpdate>();
        //TODO: not necessary for now, check later if it's worth it.
        enemy e = players[enemyUpdate.id].GetComponent <enemy>();

        e.setRotation(enemyUpdate.rot);
        e.setDirection(enemyUpdate.dir.value, enemyUpdate.dir.b);
        e.setCorrection(enemyUpdate.pos);
        //e.setArmRotation(enemyUpdate.armRot);
        if (enemyUpdate.dead && players[enemyUpdate.id].transform.localScale == Vector3.one)
        {
            players[enemyUpdate.id].transform.localScale = Vector3.zero;
        }
        else if (!enemyUpdate.dead && players[enemyUpdate.id].transform.localScale == Vector3.zero)
        {
            players[enemyUpdate.id].transform.localScale = new Vector3(0.15f, 0.15f, 0.23f);;
        }

        if (enemyUpdate.kills != e.getKills())
        {
            e.setKills(enemyUpdate.kills);
            if (e.getKills() > maxPoints)
            {
                setRecordHolder(enemyUpdate.id, e.getKills());
            }
            else if (recordHolder == e.getId() && e.getKills() < maxPoints)
            {
                search4NewHolder();
            }
        }
    }
Esempio n. 7
0
 public void fight(enemy e)
 {
     eToFollow    = e;
     eWasFollowed = e;
     inFight      = true;
     GetComponent <GameActor>().doHitAnimation();
 }
Esempio n. 8
0
    void OnTriggerEnter(Collider col)
    {
        if (col.gameObject.tag == "Enemy" || col.gameObject.tag == "Enemy2" || col.gameObject.tag == "Pathway")
        {
            mortarshell_model.SetActive(false);
            m_render.enabled     = true;
            exploding            = true;
            rb.isKinematic       = true;
            rendr.material.color = explosion_color;

            if (col.gameObject.tag == "Enemy")
            {
                enemy_script = col.GetComponent <enemy>();
                enemy_script.ReceiveDamage(damage);
            }

            else if (col.gameObject.tag == "Enemy2")
            {
                enemy_script2 = col.GetComponent <enemy2>();
                enemy_script2.ReceiveDamage(damage);
            }

            else
            {
                //add fix here if necessary
            }
        }
    }
Esempio n. 9
0
    void updateTarget()
    {
        GameObject[] enemies          = GameObject.FindGameObjectsWithTag(enemyTag);
        float        shortestDistance = Mathf.Infinity;
        GameObject   nearestEnemy     = null;

        foreach (GameObject enemy in enemies)
        {
            float distanceToEnemy = Vector3.Distance(transform.position, enemy.transform.position);
            if (distanceToEnemy < shortestDistance)
            {
                shortestDistance = distanceToEnemy;
                nearestEnemy     = enemy;
            }
        }

        if (nearestEnemy != null && shortestDistance <= range)
        {
            target      = nearestEnemy.transform;
            targetEnemy = nearestEnemy.GetComponent <enemy>();
        }
        else
        {
            target = null;
        }
    }
Esempio n. 10
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.CompareTag("Player"))
     {
         myenemy = enemy.run;
     }
 }
Esempio n. 11
0
 /// <summary>
 /// 当たり判定
 /// </summary>
 /// <param name="collider">当たった物体</param>
 void OnTriggerEnter(Collider collider)
 {
     if (collider.gameObject.tag == "EnemyTower")
     {
         tower t = collider.gameObject.GetComponent <tower>();
         Damage(t.ATK);
         Destroy(this.gameObject);
         //agent.Stop();
     }
     if (collider.gameObject.tag == "Enemy")
     {
         state = State.Attacking;
         enemy e = collider.gameObject.GetComponent <enemy>();
         Damage(e.EnemyATK);
         if (e.EnemyHP <= 0)
         {
             Control.Enemykill();
             state = State.Walking;
         }
         //DestroyImmediate(collider);
         //Shot.Add(ATK);
     }
     if (collider.gameObject.tag == "playermob")
     {
         //state = State.Waiting;
     }
 }
Esempio n. 12
0
    void shoot()
    {
        muzzleFlash.Play();

        RaycastHit hit;

        if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
        {
            if (hit.collider.tag == "Enemy")
            {
                StartCoroutine(CourseCoroutine());
                Object.GetComponent <MeshRenderer>().material  = red;
                Object2.GetComponent <MeshRenderer>().material = red;
            }

            Debug.Log(hit.transform.name);

            enemy enemy = hit.transform.GetComponent <enemy>();

            if (enemy != null)
            {
                enemy.TakeDamage(damage);
            }
        }
    }
Esempio n. 13
0
    // Start is called before the first frame update
    void Start()
    {
        try
        {
            chouseEnemy.captionText.text = "Trent";
            chouseEnemy.options[0].text  = "Trent";
            chouseEnemy.options[1].text  = "Mole";
            chouseEnemy.options[2].text  = "Trent Heavy";
            hippoSpeed.text    = "5";
            winScore.text      = "10";
            rechargeTime.text  = "2";
            enemyRecharge.text = "4";
            DropdownItemSelected(chouseEnemy);
            chouseEnemy.onValueChanged.AddListener(delegate { DropdownItemSelected(chouseEnemy); });
        }
        catch (NullReferenceException)
        {
        }

        try
        {
            enemy = enemy.GetComponent <enemy>();
        }
        catch (NullReferenceException)
        {
        }
    }
    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.tag == "Enemy")
        {
            enemy Enemy = collision.gameObject.GetComponent <enemy>();
            if (state == State.falling)
            {
                //Destroy(collision.gameObject);
                Enemy.JumpedOn();
            }
            else
            {
                state = State.hurt;
                if (collision.gameObject.transform.position.x > transform.position.x)
                {
                    // This means enemy is on the right
                    // Then throw me on the left
                    rb.velocity          = new Vector2(-hurt_speed + 0.5f * rb.velocity.x, 0.5f * rb.velocity.y + hurt_speed);
                    transform.localScale = new Vector2(-1, 1);

                    print("shall be sent left !");
                }
                else
                {
                    // Enemy is on the left
                    // Then throw me on the right
                    rb.velocity          = new Vector2(+hurt_speed + 0.5f * rb.velocity.x, 0.5f * rb.velocity.y + hurt_speed);
                    transform.localScale = new Vector2(1, 1);

                    print("shall be sent right !");
                }
            }
        }
    }
Esempio n. 15
0
    void OnTriggerEnter(Collider col)
    {
        //Destroy(col.gameObject);
        if (col != null)
        {
            if (col.gameObject.tag == "Enemy")
            {
                GameObject effect = (GameObject)Instantiate(damage_effect, transform.position, transform.rotation);
                Destroy(effect, 1f);
                enemy_script = col.GetComponent <enemy>();
                enemy_script.ReceiveDamage(damage);
                Destroy(gameObject);
            }

            if (col.gameObject.tag == "Enemy2")
            {
                GameObject effect = (GameObject)Instantiate(damage_effect, transform.position, transform.rotation);
                Destroy(effect, 1f);
                enemy_script2 = col.GetComponent <enemy2>();
                enemy_script2.ReceiveDamage(damage);
                Destroy(gameObject);
            }

            else
            {
                Destroy(gameObject);
            }
        }
    }
Esempio n. 16
0
 private void OnTriggerExit(Collider other)
 {
     if (other.CompareTag("Player"))
     {
         myenemy = enemy.idle;
     }
 }
Esempio n. 17
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        Element bullet = collision.gameObject.GetComponent<Element>();
        enemy enemy = collision.gameObject.GetComponent<enemy>();
        if (bullet == null && enemy ==null)
        {
            return;
        }
        Debug.Log("player:onTrigger");
        if (bullet!=null && bullet.side == SIDE.ENEMY)
        {
            this.HP = this.HP - bullet.power;
            if (this.HP <= 0)
            {
                this.Death();
            }

        }
        if(enemy!= null)
        {
            this.HP = 0;
            
             this.Death();
            
        }

    }
Esempio n. 18
0
 public void OnTriggerExit2D(Collider2D other)
 {
     if (other.gameObject.layer == LayerMask.NameToLayer("enemy"))
     {
         target = null;
     }
 }
Esempio n. 19
0
    void Update()
    {
        enemy enemy = GameObject.FindObjectOfType <enemy> ();

        if (rechtsbewegen)
        {
            transform.position += Vector3.right * snelheid * Time.deltaTime;
        }
        else
        {
            transform.position += Vector3.left * snelheid * Time.deltaTime;
        }
        float rechterGrens = transform.position.x + (0.5f * width);
        float linkerGrens  = transform.position.x - (-0.4f * width);

        if (linkerGrens < xmin)
        {
            rechtsbewegen = true;
        }
        else if (rechterGrens > xmax)
        {
            rechtsbewegen = false;
        }
        if (AlleEnemiesDood())
        {
            SpawnTotVol();
        }
    }
Esempio n. 20
0
    void OnCollisionEnter2D(Collision2D col)
    {
        Debug.Log("enemyhela");
        if (col.gameObject.tag == "enemy" | col.gameObject.tag == "Tree")
        {
            Debug.Log("Heal");
            enemy E = col.gameObject.GetComponent <enemy>();

            E.healthNow += RecoverHealth;
            if (E.healthNow > E.health)
            {
                E.healthNow = E.health;
            }
            E.healthBar.fillAmount = E.healthNow / E.health;
            HealtTime -= 1;

            GameObject HealEffect = Instantiate(HealEffectPrefab, transform.position, Quaternion.identity);
            HealEffect.transform.parent     = E.transform;
            HealEffect.transform.localScale = new Vector3(3, 3, 3);
            HealEffect.transform.position  += new Vector3(0, 10, 0);


            if (HealtTime <= 0)
            {
                Destroy(gameObject);
            }
        }
    }
Esempio n. 21
0
    void SpawnEnemy(GameObject enemy)
    {
        GameObject spawned_enemy = Instantiate(enemy, spawn_point.position, spawn_point.rotation);

        enemy_scr = spawned_enemy.GetComponent <enemy>();
        enemy_scr.IncreaseHealth(wave_number);
    }
Esempio n. 22
0
    private void DoBulletHit()
    {
        if (radius == 0)
        {
            target.GetComponent <enemy>().TakeDamage(damage);
            Destroy(gameObject);
        }
        else
        {
            Collider[] cols = Physics.OverlapSphere(transform.position, radius);

            foreach (Collider c in cols)
            {
                enemy e = c.GetComponent <enemy>();
                if (e != null)
                {
                    e.TakeDamage(damage);
                    //e.GetComponent<enemy>().TakeDamage(damage);
                }
            }
        }

        // Get rid of bullet.
        Destroy(gameObject);
    }
Esempio n. 23
0
    IEnumerator Shoot(float seconds)
    {
        while (firing)
        {
            muzzleFlashRight.Play();
            muzzleFlashLeft.Play();

            RaycastHit hit;
            if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
            {
                enemy planeZero = hit.transform.GetComponent <enemy>();

                if (planeZero != null)
                {
                    planeZero.TakeDamage(damage);
                }
            }

            int count = 0;
            while (count < duration)
            {
                ObjectToShake.transform.Translate(Mathf.Cos(Random.value) * ShakeSize.x, Mathf.Cos(Random.value) * ShakeSize.y, Mathf.Cos(Random.value) * ShakeSize.z);
                ShakeSize *= -1;
                yield return(new WaitForSeconds(0.02f));

                count++;
            }
            ObjectToShake.transform.localPosition = posInitial;

            yield return(new WaitForSeconds(seconds));
        }
    }
Esempio n. 24
0
 // Use this for initialization
 void Start()
 {
     MoveAnimate = GetComponent <Animator>();
     enemy       = GetComponent <enemy>();
     Destination = enemy.Destination;
     speed       = StartSpeed;
 }
Esempio n. 25
0
    void OnTriggerEnter(Collider col)
    {
        if (col.gameObject.tag == "Enemy")
        {
            enemy_script = col.GetComponent <enemy>();
            if (!enemy_script.frozen)
            {
                enemy_script.Freeze(duration);

                durability--;
                if (durability <= 0)
                {
                    Destroy(this.gameObject);
                }
            }
        }

        if (col.gameObject.tag == "Enemy2")
        {
            enemy_script2 = col.GetComponent <enemy2>();
            if (!enemy_script2.frozen)
            {
                enemy_script2.Freeze(duration);

                durability--;
                if (durability <= 0)
                {
                    Destroy(this.gameObject);
                }
            }
        }
    }
Esempio n. 26
0
    IEnumerator SpawnWave(int waveIndex)
    {
        currentWave = waves[waveIndex];

        for (int i = 0; i < currentWave.count; i++)
        {
            if (player == null)
            {
                yield break;
            }
            enemy     randomEnemy      = currentWave.enemies[Random.Range(0, currentWave.enemies.Length)];
            Transform randomSpawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)];
            Instantiate(randomEnemy, randomSpawnPoint.position, transform.rotation);

            if (i == currentWave.count - 1)
            {
                spawningFinished = true;
            }
            else
            {
                spawningFinished = false;
            }

            yield return(new WaitForSeconds(currentWave.timeBetweenSpawns));
        }
    }
Esempio n. 27
0
    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "enemy0")
        {
            enemy en = other.gameObject.GetComponent <enemy>();

            Debug.Log("enemy max live  " + en.Maximunthealth + "  curent live " + en.Currenthealth);

            GameObject ChildGameObject1 = other.transform.GetChild(1).gameObject;
            GameObject ChildGameObject2 = ChildGameObject1.transform.GetChild(0).gameObject;


            Slider ha = ChildGameObject2.GetComponent <Slider>();



            en.Currenthealth -= damage;

            ha.value = en.Currenthealth / en.Maximunthealth;


            if (en.Currenthealth < 0)
            {
                Destroy(other.gameObject);
            }
            Destroy(this.gameObject);
        }
        else if (other.tag == "aroundobject")
        {
            Destroy(this.gameObject);
            print("bullet touch envirement");
        }
    }
Esempio n. 28
0
 void do_enemy_turn()
 {
     if (spawnen)
     {
         Vector3Int tstats = enemystats.Dequeue();
         if (tstats.x != 0)
         {
             for (int i = tstats.z; i > 0; i--)
             {
                 enemy tenemy = new enemy();
                 tenemy.set_en(tstats.x, tstats.y);
                 enemies.Add(tenemy);
             }
         }
         enspawned++;
         if (enspawned == wavelengths)
         {
             spawnen = false;
             curwave++;
             totalwaves++;
         }
     }
     move_enemies();
     turntimer = 1f;
     wave_state++;
 }
Esempio n. 29
0
    void OnTriggerEnter2D(Collider2D hitInfo)
    {
        if (hitInfo.gameObject.tag == "Enemy")
        {
            enemy enemy = hitInfo.gameObject.GetComponent <enemy>();
            //hitInfo.gameObject.tag == "Enemy"
            if (enemy != null)
            {
                enemy.TakeDamage(damage);
                Destroy(gameObject);
            }
        }



        if (hitInfo.gameObject.CompareTag("Wall"))
        {
            if (bounce)
            {
                transform.Rotate(0f, 180, 0f);
                rb.velocity = -1f * rb.velocity;
                bounce      = false;
            }
            else
            {
                Destroy(gameObject);
            }
        }
    }
Esempio n. 30
0
    IEnumerator spawnwave(int index)
    {
        currentwave = waves[index];
        for (int i = 0; i < currentwave.count; i++)
        {
            if (player == null)
            {
                yield break;
            }
            enemy     randomenamy = currentwave.enemies[Random.Range(0, currentwave.enemies.Length)];
            Transform randomspot  = spawnpoints[Random.Range(0, spawnpoints.Length)];
            Instantiate(randomenamy, randomspot.position, randomspot.rotation);
            //Debug.Log(randomspot.rotation);

            if (i == currentwave.count - 1)
            {
                finished = true;
            }
            else
            {
                finished = false;
            }

            yield return(new WaitForSeconds(currentwave.timebtwspawn));
        }
    }
Esempio n. 31
0
File: mine.cs Progetto: hoki444/2014
 public void enemycheck(enemy[] enemies,mine[] mines,int nowenemy,int nowmine)
 {
     for(int ind=0;ind<nowenemy;ind++){
         if(positionx==enemies[ind].positionx&&positiony==enemies[ind].positiony){
             enemies[ind].minecheck(mines,nowmine);
         }
     }
 }
Esempio n. 32
0
	void Start () 
	{
		startXPosEnemy = combatEnemy.transform.position.x;
		startXPosPlayer = combatPlayer.transform.position.x;
		enemyScript = enemy.GetComponent<enemy> ();
		MainCamera.enabled = true;
		combatCamera.enabled = false;
		playerMoveScript = player.GetComponent<player> ();
	}
Esempio n. 33
0
    //create a new small enemy
    private void createSmallEnemy(int index)
    {
        GameObject enemyObject;
        GameObject shadowObject;
        Vector3 pos = spawnEnemyPosition ();

        enemyObject = Instantiate (smallEnemyObject, pos, new Quaternion (0f, 0f, 0f, 1f)) as GameObject;
        shadowObject = Instantiate (enemyShadow, new Vector3(pos.x, pos.y - 0.6f, 1f), new Quaternion (0f, 0f, 0f, 1f)) as GameObject;

        enemies [index] = new enemy (enemyObject, 1, shadowObject);
    }
Esempio n. 34
0
 public override void turnAI(enemy[] enemies,mine[] mines,int nowenemy,int nowmine)
 {
     moveturn++;
     if (moveturn == 3) {
         switch (direction) {
         case 0 :
         {
             if (positionx != 14 && dmap.mapparts [positiony, positionx + 1] != 0) {
                 positionx++;
                 state="walk";
             }
             else
                 direction=1;
             break;
         }
         case 1 :
         {
             if (positionx != 0 && dmap.mapparts [positiony, positionx - 1] != 0) {
                 positionx--;
                 state="walk";
             }
             else
                 direction=0;
             break;
         }
         case 2 :
         {
             if (positiony != 14 && dmap.mapparts [positiony + 1, positionx] != 0) {
                 positiony++;
                 state="walk";
             }
             else
                 direction=3;
             break;
         }
         case 3 :
         {
             if (positiony != 0 && dmap.mapparts [positiony - 1, positionx] != 0) {
                 positiony--;
                 state="walk";
             }
             else
                 direction=2;
             break;
         }
         default :
         {
             break;
         }
         }
         moveturn=0;
     }
     enemycheck (enemies,mines,nowenemy,nowmine);
 }
Esempio n. 35
0
    //create a new medium enemy
    private void createMediumEnemy(int index)
    {
        GameObject enemyObject;
        GameObject shadowObject;
        Vector3 pos = spawnEnemyPosition ();

        enemyObject = Instantiate (mediumEnemyObject, pos, new Quaternion (0f, 0f, 0f, 1f)) as GameObject;
        shadowObject = Instantiate (enemyShadow, new Vector3(pos.x, pos.y - 0.6f, 1f), new Quaternion (0f, 0f, 0f, 1f)) as GameObject;
        shadowObject.transform.localScale = new Vector3 (0.2f, -0.2f, 1f);

        enemies [index] = new enemy (enemyObject, 2, shadowObject);
    }
Esempio n. 36
0
    private void createBossEnemy(int index)
    {
        GameObject enemyObject;
        GameObject shadowObject;
        Vector3 pos = new Vector3 (0f, 10f, 0f);

        enemyObject = Instantiate (bossEnemeyObject, pos, new Quaternion (0f, 0f, 0f, 1f)) as GameObject;
        shadowObject = Instantiate (enemyShadow, new Vector3(pos.x, pos.y - 0.6f, 1f), new Quaternion (0f, 0f, 0f, 1f)) as GameObject;
        shadowObject.transform.localScale = new Vector3 (0.4f, -0.4f, 1f);

        enemies[index] = new enemy (enemyObject, 10, shadowObject);
    }
Esempio n. 37
0
File: bi.cs Progetto: hoki444/2014
 public override void turnAI(enemy[] enemies,mine[] mines,int nowenemy,int nowmine)
 {
     if (state == "stand") {
         move ();
         if (positionx == player.positionx && positiony == player.positiony)
             attack ();
         minecheck(mines,nowmine);
         if(mineeatcounter>=3){
             mineeatcounter=0;
             GameObject.Find ("Main Camera").GetComponent<game> ().biexplosion();
         }
     } else if (state == "stun") {
         if(stunturn==dmap.turn)
             state="stand";
     }
 }
Esempio n. 38
0
 public override void turnAI(enemy[] enemies,mine[] mines,int nowenemy,int nowmine)
 {
     if (state == "stand") {
         move ();
         string tempstate=state;
         state="attack";
         if (positionx == player.positionx && positiony == player.positiony)
             attack ();
         state=tempstate;
         minecheck(mines,nowmine);
         for (int ind=0; ind<nowenemy; ind++) {
             if (positionx == enemies [ind].positionx && positiony == enemies [ind].positiony) {
                 enemies [ind].knuckback (direction,2,mines,nowmine);
             }
         }
     }
 }
Esempio n. 39
0
 public override void turnAI(enemy[] enemies,mine[] mines,int nowenemy,int nowmine)
 {
     plusturn++;
     if (plusturn == 10) {
         switch (Random.Range(0,4)) {
         case 0 :
         {
             if (positionx != 14 && dmap.mapparts [positiony, positionx + 1] != 0) {
                 GameObject.Find ("Main Camera").GetComponent<game> ().changemine(positionx + 1, positiony);
             }
             break;
         }
         case 1 :
         {
             if (positionx != 0 && dmap.mapparts [positiony, positionx - 1] != 0) {
                 GameObject.Find ("Main Camera").GetComponent<game> ().changemine(positionx - 1, positiony);
             }
             break;
         }
         case 2 :
         {
             if (positiony != 14 && dmap.mapparts [positiony + 1, positionx] != 0) {
                 GameObject.Find ("Main Camera").GetComponent<game> ().changemine(positionx, positiony+1);
             }
             break;
         }
         case 3 :
         {
             if (positiony != 0 && dmap.mapparts [positiony - 1, positionx] != 0) {
                 GameObject.Find ("Main Camera").GetComponent<game> ().changemine(positionx, positiony-1);
             }
             break;
         }
         default :
         {
             break;
         }
         }
         plusturn=0;
     }
     enemycheck (enemies,mines,nowenemy,nowmine);
 }
Esempio n. 40
0
 public void updateEnemyInfo(enemy e)
 {
     if (e.st.hp < 0)
         enemyHpBar.transform.localScale = new Vector3(0, 1, 1);
     else if (e.st.hp > e.st.maxHp)
         enemyHpBar.transform.localScale = new Vector3(100, 1, 1);
     else
         enemyHpBar.transform.localScale = new Vector3((float)(e.st.hp * 100.0f / e.st.maxHp) / 100.0f, 1, 1);
     enemyName.text = e.enemyName;
     enemyHp.text = e.st.hp + " / " + e.st.maxHp;
 }
Esempio n. 41
0
	// Use this for initialization
	void Awake () 
	{
		anim = GetComponent<Animator>();
		rb2d = GetComponent<Rigidbody2D>();
		enemyScript = gameObject.GetComponent<enemy> ();
	}
 // Use this for initialization
 void Start()
 {
     zombie = GetComponent<enemy> ();
     movement = GetComponent<AIMovement> ();
     canvas.gameObject.SetActive (false);
 }
 void initializeComponents()
 {
     properties = GetComponent<enemy>();
     rigid = GetComponent<Rigidbody2D>();
     sprite = GetComponent<SpriteRenderer>();
 }
Esempio n. 44
0
 if (Q.CastIfHitchanceEquals(enemy, HitChance.High, packetCast))
Esempio n. 45
0
File: mine.cs Progetto: hoki444/2014
 public virtual void turnAI(enemy[] enemies,mine[] mines,int nowenemy,int nowmine)
 {
     enemycheck (enemies,mines,nowenemy,nowmine);
 }
 void initializeComponents()
 {
     rigid = GetComponent<Rigidbody2D>();
     properties = GetComponent<enemy>();
     _player = player.Instance.gameObject;
 }
Esempio n. 47
0
        private void Start()
        {
            // get the components on the object we need ( should not be null due to require component so no need to check )
            agent = GetComponentInChildren<NavMeshAgent>();
            character = GetComponent<ThirdPersonCharacterController>();
            e = GetComponent<enemy> ();

            // set nav mesh settings
            agent.updateRotation = false;
            agent.updatePosition = true;

            // target that zombies walk to when player is found
            target = player.transform.position;

            // get the transform for the zombie's head
            head = searchTransform (transform, "Bip01 Head");

            // distance zombie will walk randomly
            distance = UnityEngine.Random.Range (50, MAX_WALKABLE_DISTANCE);

            // check state and initialize intial distance and direction for walking
            if (initialState.Equals ("alerted")) {
                anim.SetBool (initialState, true);
            } else if (initialState.Equals ("backandforth")) {
                setForward (distance);
            } else if (initialState.Equals ("random")) {
                setRandom ();
            }

            hbc = GetComponent<HealthBarController> ();
        }
Esempio n. 48
0
	// Use this for initialization
	void Start () 
	{
		enemy = transform.parent.parent.gameObject;
		enemyScript = enemy.GetComponent<enemy> ();
	}
Esempio n. 49
0
    // Use this for initialization
    void Start()
    {
        enemiesDead = false;
        enemyCounter = 0;
        enemiesSpawned = 0;
        enemies = new enemy[10];
        enemyShots = new enemyProjectile[10];

        for (int i = 0; i < enemies.Length; i++) {
            enemies [i] = new enemy();
            enemyShots[i] = new enemyProjectile(enemyProjectileObject, projectileShadowObject);
        }

        source = GetComponent<AudioSource>();
        timer = 0f;

        //set time of the level
        if (level == 2 || level == 4 || level == 5) {
            endTime = 30f;
        }
        else if (level == 3) {
            endTime = 20f;
        }
        else if ( level == 10 ) {
            endTime = 40f;
        }
        else {
            endTime = 25f;
        }
    }
Esempio n. 50
0
 || (IsCollision(enemy[index])!=0));
Esempio n. 51
0
Vector3 = newDesiredTarget(enemy)