public KillGoal(Quest _quest, AI.EnemyType _enemyType, int _requiredAmount) { Quest = _quest; EnemyType = _enemyType; RequiredAmount = _requiredAmount; CurrentAmount = 0; }
public GameObject GetEnemyPrefab(Enemy enemy, AI.EnemyType enemyType) { GameObject enemyPrefab = enemy.Prefab; PersonParameters enemyParameters = enemyPrefab.GetComponent <PersonParameters>(); enemyParameters = SetParameters(enemyParameters, enemy, enemyType); return(enemyPrefab); }
private void EnemyDied(AI.EnemyType type) { if (type == EnemyType) { Debug.Log("Progress made!"); CurrentAmount++; Evaluate(); } }
public override GameObject GetPrefabToSpawn(List <Enemy> availableEnemies, out AI.EnemyType enemyType) { int selectEnemyNumber = UnityEngine.Random.Range(0, availableEnemies.Count); Enemy enemy = availableEnemies[selectEnemyNumber]; enemyType = AI.EnemyType.Enemy; GameObject enemyPrefab = GetEnemyPrefab(enemy, enemyType); return(enemyPrefab); }
public override GameObject GetPrefabToSpawn(List <Enemy> availableEnemies, out AI.EnemyType enemyType) { int selectEnemyNumber = Random.Range(0, availableEnemies.Count); Enemy enemy = availableEnemies[selectEnemyNumber]; GameObject enemyPrefab; if (RemaingAmountEnemiesInLevel == 1) { enemyPrefab = GetEnemyPrefab(enemy, AI.EnemyType.Boss); enemyType = AI.EnemyType.Boss; } else { enemyPrefab = GetEnemyPrefab(enemy, AI.EnemyType.Enemy); enemyType = AI.EnemyType.Enemy; } return(enemyPrefab); }
private PersonParameters SetParameters(PersonParameters enemyParameters, Enemy enemy, AI.EnemyType enemyType) { switch (enemyType) { case AI.EnemyType.Enemy: enemyParameters.HealthParameter.MaxValue = enemy.MaxHealthEnemy.Value; enemyParameters.MoveSpeedParameter.Value = enemy.MoveSpeedEnemy.Value; enemyParameters.AnimationTimeScaleParameter.Value = enemy.TimeScaleAnimationEnemy.Value; enemyParameters.DamageHandParameter.Value = enemy.DamageHandEnemy.Value; enemyParameters.DamageLegParameter.Value = enemy.DamageLegEnemy.Value; break; case AI.EnemyType.Boss: enemyParameters.HealthParameter.MaxValue = enemy.MaxHealthBoss.Value; enemyParameters.MoveSpeedParameter.Value = enemy.MoveSpeedBoss.Value; enemyParameters.AnimationTimeScaleParameter.Value = enemy.TimeScaleAnimationBoss.Value; enemyParameters.DamageHandParameter.Value = enemy.DamageHandBoss.Value; enemyParameters.DamageLegParameter.Value = enemy.DamageLegBoss.Value; enemyParameters.DamageLegParameter.Value = enemy.DamageSuperBoss.Value; break; } return(enemyParameters); }
public abstract GameObject GetPrefabToSpawn(List <Enemy> availableEnemies, out AI.EnemyType enemyType);