//Private Spawn function used for spawning private void Spawn(Vector3 spawnPos) { if (enemies.Count >= maxEnemies) { // print("cant spawn more enemies, max limit reached."); return; } GameObject enemyInstance = enemyPrefabs[Random.Range(0, enemyPrefabs.Length)]; //Instantiate the enemy (make sure the enemy prefab is inactive by default GameObject enemy = Instantiate(enemyInstance, spawnPos + enemySpawnPosOffset, Quaternion.identity); if (enemy) { // print("enemy spawned" +enemy); enemies.Add(enemy); //Find closest tree and set that to enemy target Enemy2 e2 = enemy.GetComponent <Enemy2>(); Transform target = FindTarget(e2); //Randomize the scale with enemyScaleRandomize float xyzScale = Random.Range(-enemyScaleRandomize, enemyScaleRandomize); Vector3 scaleRandomize = new Vector3(xyzScale, xyzScale, xyzScale); enemy.transform.localScale += scaleRandomize; e2.Initialize(); StartCoroutine(e2.SetTarget(target)); enemy.SetActive(true); } }
/// ④更新 public void Update() { if (_number <= 0) { // ⑧すべての敵が出現したので何もしない return; } // ⑤経過時間を足し込む _tInterval += Time.deltaTime; // ⑥経過時間をチェック if (_tInterval >= _interval) { // インターバルを超えたので敵出現 _tInterval -= _interval; // 敵を生成 int ranene = Random.Range(0, 2); if (ranene == 0) { Enemy.Add(_pathList); } if (ranene == 1) { Enemy2.Add(_pathList); } // ⑦敵生成カウンタを減らす _number--; } }
private void OnTriggerEnter2D(Collider2D collider) { if (collider.GetComponent <AreaCamera>() == null && collider.CompareTag("Water") == false && collider.GetComponent <Enemy3>() == null && collider.GetComponent <Enemy4>() == null) // Adição { Debug.Log("Bullet hit " + collider.name); Enemy1 enemy1 = collider.GetComponent <Enemy1>(); Enemy2 enemy2 = collider.GetComponent <Enemy2>(); Boss boss = collider.GetComponent <Boss>(); Player player = collider.GetComponent <Player>(); if (enemy1 != null) // É um inimigo { enemy1.TakeDamage(bulletDamage); } else if (enemy2 != null) { enemy2.TakeDamage(bulletDamage); } else if (boss != null) { boss.TakeDamage(bulletDamage); } else if (player != null) { player.TakeDamage(bulletDamage); } Destroy(gameObject); Instantiate(impactEffect, transform.position, transform.rotation); } }
IEnumerator Shoot() { RaycastHit2D hitInfo = Physics2D.Raycast(firePoint.position, firePoint.right); if (hitInfo) { Enemy enemy = hitInfo.transform.GetComponent <Enemy>(); if (enemy != null) { enemy.TakeDamage(damage); } Enemy2 enemy2 = hitInfo.transform.GetComponent <Enemy2>(); if (enemy2 != null) { enemy2.TakeDamage(damage); } Instantiate(impactEffect, hitInfo.point, Quaternion.identity); lineRenderer.SetPosition(0, firePoint.position); lineRenderer.SetPosition(1, hitInfo.point); } else { lineRenderer.SetPosition(0, firePoint.position); lineRenderer.SetPosition(1, firePoint.position + firePoint.right * 100); } lineRenderer.enabled = true; yield return(0); lineRenderer.enabled = false; }
public void SequentialEnemies() { String str = @"[ { ""time"": 100, ""type"": 0, ""x"":10, ""y"": 60}, { ""time"": 200, ""type"": 1, ""x"":20, ""y"": 70}, { ""time"": 300, ""type"": 2, ""x"":30, ""y"": 80}, { ""time"": 400, ""type"": 3, ""x"":40, ""y"": 90}, { ""time"": 500, ""type"": 4, ""x"":50, ""y"": 100}, "; Dictionary <int, List <AbstractEnemy> > story = ScenarioReader.Read(str); Assert.IsInstanceOfType(story[100][0], typeof(Enemy0)); Assert.IsInstanceOfType(story[200][0], typeof(Enemy1)); Assert.IsInstanceOfType(story[300][0], typeof(Enemy2)); Assert.IsInstanceOfType(story[400][0], typeof(Enemy3)); Assert.IsInstanceOfType(story[500][0], typeof(Enemy4)); Enemy0 e0 = (Enemy0)story[100][0]; Enemy1 e1 = (Enemy1)story[200][0]; Enemy2 e2 = (Enemy2)story[300][0]; Enemy3 e3 = (Enemy3)story[400][0]; Enemy4 e4 = (Enemy4)story[500][0]; Assert.AreEqual(10, e0.X); Assert.AreEqual(60, e0.Y); Assert.AreEqual(20, e1.X); Assert.AreEqual(70, e1.Y); Assert.AreEqual(30, e2.X); Assert.AreEqual(80, e2.Y); Assert.AreEqual(40, e3.X); Assert.AreEqual(90, e3.Y); Assert.AreEqual(50, e4.X); Assert.AreEqual(100, e4.Y); }
private void OnTriggerEnter2D(Collider2D collision) { Enemy enemy = collision.GetComponent <Enemy>(); Enemy1 enemy1 = collision.GetComponent <Enemy1>(); Enemy2 enemy2 = collision.GetComponent <Enemy2>(); Enemyboss enemyboss = collision.GetComponent <Enemyboss>(); if (enemy != null) { enemy.TakeDamage(20); } else if (enemy1 != null) { enemy1.TakeDamage(20); } else if (enemy2 != null) { enemy2.TakeDamage(20); } else if (enemyboss != null) { enemyboss.TakeDamage(20); } GameObject destroyffect = Instantiate(impactEffect, transform.position, Quaternion.identity); Destroy(destroyffect, 0.2f); Destroy(gameObject); }
private void PlaceEnemies(Double left, Double top) { Enemy1.Move(Enemy1.Left + left, Enemy1.Top + top); Enemy2.Move(Enemy1.Left + GameConfigurations.EnemyWidth * 1.5, Enemy1.Top); Enemy3.Move(Enemy2.Left + GameConfigurations.EnemyWidth * 1.5, Enemy1.Top); Enemy4.Move(Enemy3.Left + GameConfigurations.EnemyWidth * 1.5, Enemy1.Top); Enemy5.Move(Enemy1.Left * 1.5, Enemy1.Top + GameConfigurations.EnemyHeight * 1.5); Enemy6.Move(Enemy5.Left + GameConfigurations.EnemyWidth * 1.5, Enemy5.Top); Enemy7.Move(Enemy6.Left + GameConfigurations.EnemyWidth * 1.5, Enemy5.Top); Enemy8.Move(Enemy7.Left + GameConfigurations.EnemyWidth * 1.5, Enemy5.Top); Enemy9.Move(Enemy1.Left * 1.25, Enemy5.Top + GameConfigurations.EnemyHeight * 1.5); Enemy10.Move(Enemy9.Left + GameConfigurations.EnemyWidth * 1.5, Enemy9.Top); Enemy11.Move(Enemy10.Left + GameConfigurations.EnemyWidth * 1.5, Enemy9.Top); Enemy12.Move(Enemy11.Left + GameConfigurations.EnemyWidth * 1.5, Enemy9.Top); Enemy13.Move(Enemy1.Left * 1.5, Enemy10.Top + GameConfigurations.EnemyHeight * 1.5); Enemy14.Move(Enemy13.Left + GameConfigurations.EnemyWidth * 1.5, Enemy13.Top); Enemy15.Move(Enemy14.Left + GameConfigurations.EnemyWidth * 1.5, Enemy13.Top); Enemy16.Move(Enemy15.Left + GameConfigurations.EnemyWidth * 1.5, Enemy13.Top); Enemy17.Move(Enemy1.Left, Enemy13.Top + GameConfigurations.EnemyHeight * 1.5); Enemy18.Move(Enemy17.Left + GameConfigurations.EnemyWidth * 1.5, Enemy17.Top); Enemy19.Move(Enemy18.Left + GameConfigurations.EnemyWidth * 1.5, Enemy17.Top); Enemy20.Move(Enemy19.Left + GameConfigurations.EnemyWidth * 1.5, Enemy17.Top); }
public void StartSinking() { //TODO: ENTER SCRIPT HERE TO STOP MOVING (currently disabling AI to make this work) GetComponent<UnityEngine.AI.NavMeshAgent>().enabled = false; if (sphereCollider) { sphereCollider.isTrigger = true; } rb.isKinematic = false; GetComponent <UnityEngine.AI.NavMeshAgent>().enabled = false; Enemy1 e1 = GetComponent <Enemy1>(); if (e1) { e1.enabled = false; } else { Enemy2 e2 = GetComponent <Enemy2>(); if (e2) { e2.enabled = false; } } //ScoreManager.score += scoreValue; isSinking = true; Destroy(gameObject, 2f); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { localScale = animator.transform.localScale; playerPos = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); rb = animator.GetComponent <Rigidbody2D>(); enemy2 = animator.GetComponent <Enemy2>(); timer = Random.Range(minTime, maxTime); }
void Update() { rb = GetComponent <Rigidbody2D>(); boss = GetComponent <Boss>(); enemy2 = GetComponent <Enemy2>(); enemy3 = GetComponent <Enemy3>(); enemy4 = GetComponent <Enemy4>(); }
public void ScorePoint(Enemy2 enemy) { Score += enemy.ScorePoints; if (OnScorePoint != null) { OnScorePoint(); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player" || collision.tag == "PlayerBullet") { Enemy2 detectionVar = GetComponentInParent <Enemy2>(); detectionVar.detectPC = true; } }
void Start() { enemy = GetComponent <EnemyMove>(); enemyBos = GetComponent <EnemyBos>(); enemy2 = GetComponent <Enemy2>(); enemy3 = GetComponent <Enemy3>(); enemy4 = GetComponent <Enemy4>(); }
// Use this for initialization void Start() { enemy = GameObject.Find("Enemy2"); star = GameObject.Find("Star"); //enemyScript = enemy.GetComponent<Enemy>(); enemyScript = enemy.GetComponent <Enemy2>(); }
// Use this for initialization void Start() { enemy = GameObject.Find("Enemy2"); star = GameObject.Find("Star"); //enemyScript = enemy.GetComponent<Enemy>(); enemyScript = enemy.GetComponent<Enemy2>(); }
void Damage2(Transform enemy2) { Enemy2 e = enemy2.GetComponent <Enemy2>(); if (e != null) { e.TakeDamage(BulletDamage); } }
void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.tag.Equals("Player") && !isByPlayerCreated) { Debug.Log("Collison with Player"); Player player = col.gameObject.GetComponent <Player>(); PlayerRecord.health -= damage; //Debug.Log("Life of player: " + PlayerRecord.health); } else if (isByPlayerCreated) { if (col.gameObject.tag.Equals("Enemy1")) { Debug.Log("Collison with Enemy1"); Enemy1 enemy1 = col.gameObject.GetComponent <Enemy1>(); enemy1.setHealth(enemy1.getHealth() - damage); //Debug.Log("Life of Enemy1: " + enemy1.getHealth()); } else if (col.gameObject.tag.Equals("Enemy2")) { Debug.Log("Collison with Enemy2"); Enemy2 enemy2 = col.gameObject.GetComponent <Enemy2>(); enemy2.setHealth(enemy2.getHealth() - damage); //Debug.Log("Life of Enemy2: " + enemy2.getHealth()); } else if (col.gameObject.tag.Equals("Enemy3")) { Debug.Log("Collison with Enemy3"); Enemy3 enemy3 = col.gameObject.GetComponent <Enemy3>(); enemy3.setHealth(enemy3.getHealth() - damage); //Debug.Log("Life of Enemy3: " + enemy3.getHealth()); } else if (col.gameObject.tag.Equals("Enemy4")) { Debug.Log("Collison with Enemy4"); Enemy4 enemy4 = col.gameObject.GetComponent <Enemy4>(); enemy4.setHealth(enemy4.getHealth() - damage); //Debug.Log("Life of Enemy4: " + enemy4.getHealth()); } } else if (col.gameObject.tag.Equals("FireBall")) { bool isByPlayerCreatedColFireBall = col.gameObject.GetComponent <FireBall>().getIsByPlayerCreated(); if (isByPlayerCreated ^ isByPlayerCreatedColFireBall) { //Debug.Log("Fireball is destroyed"); Destroy(col.gameObject); Destroy(gameObject); } } }
// 管理オブジェクト //public static TokenMgr<Enemy2> parent = null; // プレハブから敵を生成 new public static Enemy2 Add(List <Vec2D> path) { Enemy2 e = parent.Add <Enemy2>(0, 0); if (e == null) { return(null); } e.Init(path); return(e); }
public void RandomAI() { bool rightLane = false; while (!rightLane) { double rnd = SplashKit.Rnd(); if (rnd > 0.4) { AI newAI = new Enemy1(); if (CheckLane(newAI)) { _ai.Add(newAI); rightLane = true; } } if (rnd <= 0.4 && rnd > 0.2) { AI newAI = new Enemy2(); if (CheckLane(newAI)) { _ai.Add(newAI); rightLane = true; } } if (rnd <= 0.2 && rnd > 0.1) { AI newAI = new Enemy3(); if (CheckLane(newAI)) { _ai.Add(newAI); rightLane = true; } } if (rnd <= 0.1 && rnd > 0.03) { AI newAI = new Reward1(); if (CheckLane(newAI)) { _ai.Add(newAI); rightLane = true; } } if (rnd <= 0.03) { AI newAI = new Reward2(); if (CheckLane(newAI)) { _ai.Add(newAI); rightLane = true; } } } }
void Start() { Humanoid human = new Humanoid(); Humanoid enemy = new Enemy2(); Humanoid orc = new Orc(); // Each variable has a reference to its own yell method human.Yell(); enemy.Yell(); orc.Yell(); }
void OnTriggerEnter2D(Collider2D hitInfo) { Enemy2 enemy = hitInfo.GetComponent <Enemy2>(); if (enemy != null) { enemy.TakeDamage(damage); } Instantiate(impactEffect, transform.position, transform.rotation); Destroy(gameObject); Destroy(GameObject.Find("ImpactEffect(Clone)"), 2); }
void OnTriggerEnter2D(Collider2D hitInfo) { Enemy enemy = hitInfo.GetComponent <Enemy>(); if (enemy != null) { enemy.TakeDamage(damage); Destroy(gameObject); } Enemy2 enemy2 = hitInfo.GetComponent <Enemy2>(); if (enemy2 != null) { enemy2.TakeDamage(damage); Destroy(gameObject); } Enemy3 enemy3 = hitInfo.GetComponent <Enemy3>(); if (enemy3 != null) { enemy3.TakeDamage(damage); Destroy(gameObject); } Enemy4 enemy4 = hitInfo.GetComponent <Enemy4>(); if (enemy4 != null) { enemy4.TakeDamage(damage); Destroy(gameObject); } Boss1 boss1 = hitInfo.GetComponent <Boss1>(); if (boss1 != null) { boss1.TakeDamage(damage); Destroy(gameObject); } Boss2 boss2 = hitInfo.GetComponent <Boss2>(); if (boss2 != null) { boss2.TakeDamage(damage); Destroy(gameObject); } }
void Start() { Humanoid human = new Humanoid(); Humanoid enemy = new Enemy2(); Humanoid orc = new Orc(); //Notice how each Humanoid variable contains //a reference to a different class in the //inheritance hierarchy, yet each of them //calls the Humanoid Yell() method. human.Yell(); enemy.Yell(); orc.Yell(); }
private void OnTriggerEnter(Collider other) { Debug.Log(other.name); target = GameObject.FindWithTag("Player"); if (other.gameObject.tag != target.tag && other.gameObject.tag != "Help") { Enemy2 enemy = other.GetComponent <Enemy2>(); if (enemy != null) { enemy.DamageEnemy(damage); } Destroy(gameObject); } }
static internal Dictionary <int, List <AbstractEnemy> > Read(String content) { Dictionary <int, List <AbstractEnemy> > story = new Dictionary <int, List <AbstractEnemy> >(); var json = (dynamic)JsonConvert.DeserializeObject(content); foreach (var e in json) { long time = e["time"].Value; long type = e["type"].Value; long x = e["x"].Value; long y = e["y"].Value; long sx = e["sx"]?.Value ?? 0; long sy = e["sy"]?.Value ?? 0; AbstractEnemy enemy = null; switch (type) { case 0: enemy = new Enemy0(x, y); break; case 1: enemy = new Enemy1(x, y); break; case 2: double t = sx > 0 ? -1 : +1; enemy = new Enemy2(x, y, sx, sy, t); break; case 3: enemy = new Enemy3(x, y); break; case 4: enemy = new Enemy4(x, y); break; } List <AbstractEnemy> enemies; if (story.ContainsKey((int)time)) { enemies = story[(int)time]; } else { enemies = new List <AbstractEnemy>(); story[(int)time] = enemies; } enemies.Add(enemy); } return(story); }
public void Fire(float i) { // Enemy2 enemy = Instantiate<Enemy2>(enemy2); // 에너미 2를 복제해서 생성 // enemy.transform.position = this.transform.position;// enemyt3 포지션에서 출발 // enemy.speed = 4f; // 소환된 에너미2 속도 Enemy2 enemy = Instantiate <Enemy2>(enemy2); enemy.transform.position = this.transform.position; enemy.direction = MyMath.GetDirection(this, PlayerScript.player) + i * 5f; // 로테이션 enemy.transform.eulerAngles = new Vector3(0f, 0f, enemy.direction - 90f); enemy.speed = 4f; enemy.movementVec2D = MyMath.DirectionToVector2(enemy.direction + i * 5f); }
IEnumerator TutState15() { Animation anim = WelcomeImage.GetComponent <Animation>(); Animation animText = WelcomeText.GetComponent <Animation>(); Animation animArrow = JumpingArrow.GetComponent <Animation>(); animText.Play("TextDisappear"); yield return(new WaitForSeconds(0.5f)); WelcomeText.GetComponent <Text>().text = "You are no longer immune to death!" + "\nPlease kill the final enemy to complete the tutorial!"; WelcomeText.transform.localPosition = new Vector3(-547, 271, 0); WelcomeText.GetComponent <Text>().fontSize = 60; animText.Play("TextAppear"); Enemy2.SetActive(true); TutorialStage = 16; }
private void OnTriggerEnter2D(Collider2D hitInfo) { Enemy2 enemy2 = hitInfo.gameObject.GetComponent <Enemy2>(); BomberDeath bomber = hitInfo.gameObject.GetComponent <BomberDeath>(); if (enemy2 != null) { enemy2.TakeDamage(damage); Destroy(gameObject); } if (bomber != null) { bomber.TakeDamage(damage); Destroy(gameObject); } }
private int Enemies() { Random rand = new Random(); Random rd = new Random(); int v = rand.Next(10) + 5; ens.Clear(); for (int i = 0; i < v; i++) { int w = rd.Next(700) + 400; int x = rd.Next(100) * 10; Enemy2 en = new Enemy2(w, x); ens.Add(en); } es.Add(ens); return(es.Count - 1); }
private void Explode() { if (_App.SoundManager) { _App.SoundManager.Play(_sfx.Get("explode").audio); } if (CameraController.instance) { CameraController.instance.ScreenShake(); } List <GameObject> objectsInRange = new List <GameObject>(); RaycastHit2D[] hitResult; for (int i = 0; i < _hitMask.Length; i++) { hitResult = Physics2D.CircleCastAll(transform.position, _explosionRadius, Vector2.up, _explosionRadius, _hitMask[i].value); for (int n = 0; n < hitResult.Length; n++) { if (!objectsInRange.Contains(hitResult[n].collider.gameObject)) { objectsInRange.Add(hitResult[n].collider.gameObject); } } } for (int i = 0; i < objectsInRange.Count; i++) { Vector2 knockBackDir = objectsInRange[i].transform.position - transform.position; Character player = objectsInRange[i].GetComponent <Character>(); Enemy2 enemy = objectsInRange[i].GetComponent <Enemy2>(); if (objectsInRange[i].GetComponent <Character>()) { player.TakeDamage(_damage, knockBackDir, _explosionForce); } else if (objectsInRange[i].GetComponent <Enemy2>()) { enemy.TakeDamage(_damage, knockBackDir, _explosionForce); } } StartCoroutine("DestroyObject"); }
void Start() { ass = GetComponent <AudioSource>(); anim = GetComponent <Animator>(); rid = GetComponent <Rigidbody2D>(); if (Singleton.getInstance.GameMode == GameMode.Menu) { anim.SetBool("Idle", true); } if (Singleton.getInstance.GameMode == GameMode.Ingame) { enemy2 = sheild.gameObject.GetComponent <Enemy2>(); } if (Singleton.getInstance.GameMode == GameMode.stage) { enemy2 = transform.FindChild("Enemy2(Clone)").GetComponent <Enemy2>(); } }
static void Main(string[] args) { Enemy1 e1 = new Enemy1(); Enemy2 e2 = new Enemy2(); e1.func(); e2.func(); Player p = new Player(); p.func(); Random rng = new Random(); int phealth, e1health, e2health, attack; phealth = p.rhealth(); e1health = e1.rhealth(); e2health = e2.rhealth(); while (phealth >= 0 && e1health >= 0) { Console.WriteLine(p.call()); attack = rng.Next(10); e1health = e1.damage(attack); Console.WriteLine("{0} attacks {1} for {2} damage. {3} health remaining.", p.rname(), e1.rname(), attack, e1health); Console.WriteLine(); if (e1health > 0) { Console.WriteLine(e1.call()); attack = rng.Next(10); phealth = p.damage(attack); Console.WriteLine("{0} attacks {1} for {2} damage. {3} health remaining.", e1.rname(), p.rname(), attack, phealth); Console.WriteLine(); } if (phealth <= 0) { Console.WriteLine("{0} Wins!", e1.rname()); Console.WriteLine(); } if (e1health <= 0) { Console.WriteLine("{0} Wins!", p.rname()); Console.WriteLine(); } } while (phealth >= 0 && e2health >= 0) { Console.WriteLine(p.call()); attack = rng.Next(10); e2health = e2.damage(attack); Console.WriteLine("{0} attacks {1} for {2} damage. {3} health remaining.", p.rname(), e2.rname(), attack, e2health); Console.WriteLine(); if (e2health > 0) { Console.WriteLine(e2.call()); attack = rng.Next(10); phealth = p.damage(attack); Console.WriteLine("{0} attacks {1} for {2} damage. {3} health remaining.", e2.rname(), p.rname(), attack, phealth); Console.WriteLine(); } if (phealth <= 0) { Console.WriteLine("{0} Wins!", e2.rname()); Console.WriteLine(); } if (e2health <= 0) { Console.WriteLine("{0} Wins!", p.rname()); Console.WriteLine(); } } }