//Old: public void AddEnemy(EnemyDestroyedAnimationListener enemyDAL) public void AddEnemy() { EnemyClass newEnemy = new EnemyClass(Content, random, screenWidth, (new SpriteBatch(GraphicsDevice)), spriteSheetLoader); //enemyDAL.Subscribe(newEnemy); enemies.Add(newEnemy); }
void CreateEnemy(EnemyClass enemyClass) { GameObject go; //GameObject go = Instantiate(enemyPrefab, pathAsset.way[0],Quaternion.identity); switch (enemyClass) { case EnemyClass.Big: go = Instantiate(BigEnemy); break; case EnemyClass.Medium: go = Instantiate(enemyPrefab); break; default: go = Instantiate(enemyPrefab); break; } if (enemyClass == EnemyClass.Medium) { } else { } go.GetComponent <Enemy_FindWayAndMove>().SetPath(pathAsset); }
public void MoneyValor(EnemyClass enemyType) { switch (enemyType) { case EnemyClass.Changeling: moneyToAdd = Random.Range(2, 7); break; case EnemyClass.Nach: moneyToAdd = Random.Range(2, 6); break; case EnemyClass.Bermonch: moneyToAdd = Random.Range(4, 11); break; case EnemyClass.Tatzel: moneyToAdd = Random.Range(3, 10); break; case EnemyClass.Neck: moneyToAdd = Random.Range(4, 12); break; default: moneyToAdd = Random.Range(15, 20); break; } }
// TODO - Still think this needs a look at // Should be just an 'object' with the class and its prefab // Shouldn't have to go and look for its prefab /* public GameObject GetRelevantModel(EnemyClass DesiredClass) * { * Debug.Log("Getting relevent enemy model..."); * //If the list has a size and isn't null * if(EnemyPrefabs != null && EnemyPrefabs.Count > 0) * { * Debug.Log("Enemy Prefabs exist"); * Debug.Log("Num of prefabs: " + EnemyPrefabs.Count); * * // Pull the prefab from the List * EnemyClass filteredClass = EnemyPrefabs.Class.Find(DesiredClass); * if(filteredClass.length() != 0) { * return filteredClass.EnemyModel; * } * Debug.Log("Couldn't find enemy prefab for: " + DesiredClass); * } * * //Otherwise, done goofed * return null; * } */ public GameObject GetRelevantModel(EnemyClass DesiredClass) { //If the list has a size and isn't null if (EnemyPrefabs != null && EnemyPrefabs.Count > 0) { //For each pref for (int i = 0; i < EnemyPrefabs.Count; i++) { // if (EnemyPrefabs[i] != null) { //If it matches if (EnemyPrefabs[i].Class == DesiredClass) { //And exists if (EnemyPrefabs[i].EnemyModel != null) { //Return the model return(EnemyPrefabs[i].EnemyModel); } } } } } //Otherwise, done goofed return(null); }
public EnemyClass GetEnemy(int id) { ConnectToDB("SimpleGame.db"); EnemyClass enemy = new EnemyClass(); enemy.id = id; dataReader = ExecuteQuery("SELECT Name, Attack, Defense, Speed, Life FROM Enemy WHERE ID = " + id + ";"); while (dataReader.HasRows) { if (dataReader.Read()) { enemy.name = dataReader.GetString(0); enemy.atk = dataReader.GetInt32(1); enemy.def = dataReader.GetInt32(2); enemy.speed = dataReader.GetInt32(3); enemy.life = dataReader.GetInt32(4); } } CloseConnection(); return(enemy); }
void Start() { threatList = new List <PlayerThreat>(); ec = GetComponent <EnemyClass>(); //szedjük össze a lehetséges célpontokat //Nexus int viewId = GameObject.FindGameObjectWithTag("Nexus").gameObject.transform.parent.gameObject.GetComponent <PhotonView>().ViewID; float threat = GameObject.FindGameObjectWithTag("Nexus").gameObject.transform.parent.gameObject.GetComponent <Nexus>().threat; string playerName = "Nexus"; threatList.Add(new PlayerThreat(viewId, threat, playerName)); //Játékosok GameObject[] targets = GameObject.FindGameObjectsWithTag("Player"); for (int i = 0; i < targets.Length; i++) { viewId = targets[i].GetComponent <PhotonView>().ViewID; threat = 0; playerName = targets[i].GetComponent <PlayerClass>().PlayerName; PlayerThreat pt = new PlayerThreat(viewId, threat, playerName); threatList.Add(pt); } InvokeRepeating("ThreatFade", 1f, 1f); }
void Start() { var instance = new EnemyClass(); instance.populateEnemies(1); Debug.Log(EnemyClass.Instance.levelOneSpawn[1]); }
public List <EnemyClass> GetAllEnemy() { ConnectToDB("SimpleGame.db"); List <EnemyClass> result = new List <EnemyClass>(); dataReader = ExecuteQuery("SELECT Name, Attack, Defense, Speed, ID, Life FROM Enemy;"); while (dataReader.HasRows) { if (dataReader.Read()) { EnemyClass enemy = new EnemyClass(); enemy.name = dataReader.GetString(0); enemy.atk = dataReader.GetInt32(1); enemy.def = dataReader.GetInt32(2); enemy.speed = dataReader.GetInt32(3); enemy.id = dataReader.GetInt32(4); enemy.life = dataReader.GetInt32(5); result.Add(enemy); } } CloseConnection(); return(result); }
// Trigger with stripes exit private void OnTriggerExit(Collider other) { if (other.CompareTag("TriggerStripe")) { switch (enemyClass) { case EnemyClass.Standard: canBeKilled = false; break; case EnemyClass.Drag: canBeDraged = false; numberOfStripePassed++; Debug.Log(numberOfStripePassed); if (numberOfStripePassed > 1 && DragedSate) { RestoreEnemyMovement(); } break; case EnemyClass.Swipe: if (isStandard) { enemyClass = EnemyClass.Standard; } break; } } }
private static bool HeroHasMana(Hero hero, MethodInfo ability, EnemyClass enemy = null) { int currentMana = (int)hero.mana; //Check if the hero has mana for the ability if (enemy == null) //If there is no enemy the ability is a void { ability.Invoke(hero, null); } else { ability.Invoke(hero, new object[] { enemy }); } if (hero.mana < 0 && hero.mana >= -100) // If after being invoked the hero's mana is between 0 and -100 he doesn't have the mana for the ability { GameConsole.currentLog.Append("No mana for that ability \n"); hero.mana = currentMana; return(false); } else if (hero.mana < -100)// If after being invoked the hero's level is not enough for the ability he loses 1000 mana temporarily { GameConsole.currentLog.Append("Need a higher level to use that ability \n"); hero.mana = currentMana; return(false); } hero.mana = currentMana; return(true); }
//public static void PlayActiveSounds() //{ // instance.constantActiveGroup.audioMixer.SetFloat(ACTIVESOUND, instance.activeSoundVolume); //} public static void StopEnemySound(EnemyClass enemyClass) { if (instance == null) { return; } switch (enemyClass) { case EnemyClass.DesertSoldier: instance.desertSoldierSource.Stop(); break; case EnemyClass.GreenAirplane: instance.greenAirplaneSource.Stop(); break; case EnemyClass.GreyAirplane: instance.greyAirplaneSource.Stop(); break; case EnemyClass.Soldier: instance.soldierSource.Stop(); break; case EnemyClass.Stormtrooper: instance.stormtrooperSource.Stop(); break; case EnemyClass.Tank: instance.tankSource.Stop(); break; } }
// Use this for initialization void Awake() { gameManager = GameObject.Find("Main Camera").GetComponentInChildren <GameManager>(); if (this.name == "Raft" || this.name == "Raft(Clone)") { this.name = "Raft"; enemyClass = EnemyData.CreateEnemy(0); } if (this.name == "Rowboat" || this.name == "Rowboat(Clone)") { this.name = "Rowboat"; enemyClass = EnemyData.CreateEnemy(1); } if (this.name == "Ship" || this.name == "Ship(Clone)") { this.name = "Ship"; enemyClass = EnemyData.CreateEnemy(2); } this.gameObject.name = this.enemyClass.Name; enemyNavScript = this.GetComponent <EnemyNav>(); Debug.Log("I am a " + this.name); health = this.enemyClass.Health; speed = this.enemyClass.Speed; this.GetComponent <NavMeshAgent>().speed = speed; this.GetComponent <EnemyNav>().speed = speed; }
public void OnMissionUpdate(EnemyClass _targetType, int _numToKill) { if (_numToKill < 0) _numToKill = 0; string iconName = _targetType.ToString().ToLower(); missionTargetIcon.spanim.Play(iconName); missionInfoText.text = "to kill: " + _numToKill; }
public void MeleeAttack(EnemyClass _enemyScript) { enemyScript = _enemyScript; int toHitDice = Random.Range(1, 20); Debug.Log((toHitDice + mAttack) + " to hit the goblin."); if (toHitDice == 20) { bool hit = enemyScript.toHit(toHitDice + mAttack); if (hit) { enemyScript.DealDamage((Random.Range(1, 8) + strenghtMod) * 2); } else { enemyScript.DealDamage(Random.Range(1, 8) + strenghtMod); } } else if (toHitDice == 1) { //FAIL } else { bool hit = enemyScript.toHit(toHitDice + mAttack); if (hit) { enemyScript.DealDamage(Random.Range(1, 8) + strenghtMod); } } }
public static bool EnemyAttack(PlayerAttack target, EnemyClass attacker) { float attack = attacker.GetAttack() - ((target.Defence + target.Armour) / 3); target.Health -= attack; return(target.Health <= 0); }
private void Start() { Enemy enemy = GetComponent <Enemy>(); spriteRenderer = GetComponent <SpriteRenderer>(); characterClass = enemy.characterClass; subSprites = Resources.LoadAll <Sprite>("Characters/" + characterClass.ToString()); }
// Use this for initialization void Start() { // m_someOtherScriptOnAnotherGameObject = GameObject.FindObjectOfType(typeof(Player)) as Player; PlayerScript = GameObject.Find("Player").GetComponent <Player>(); EnemyClass Enemy = GetComponent <EnemyClass>(); PlayerScript.GetHealth(); Enemy.GetDamage(); }
public void addEnemy(Utility.Coord _enemyCoords, string enemyName, Transform _enemyTransform) { enemyCoords = _enemyCoords; combatantNumber++; enemy = GameObject.Find(enemyName); enemyScript = enemy.GetComponent <EnemyClass>(); enemyTransform = _enemyTransform; }
public void RemoveEnemyList(EnemyClass TargetEnemy) { if (!Enemys.Remove(TargetEnemy)) { Debug.Log("Error Can't Remove EnemyClass!!"); return; } AmountOfEnemy--; }
// Use this for initialization void Start() { cc = GetComponent <BoxCollider2D>(); ps = GetComponent <PlayerScript>(); bs = GetComponent <BottleScript>(); ec = GetComponent <EnemyClass>(); collision.reset(); bounds.initRay(cc); }
public static bool AddToMaster(EnemyClass e) { if (instance == null) { Debug.LogWarning(e.name + " was not logged"); return(false); } instance.enemies.Add(e); return(true); }
public void AttackTest() { EnemyClass enemyTest = new EnemyClass(); int maxPower = 10000; enemyTest.Power = maxPower; Assert.AreEqual(5000, enemyTest.basicAttack(), 5000); }
static void CreateEnemies(int numberOfEnemiesToSpawn) { for (int i = 0; i < _enemiesToMake; i++) { Vector2 spawn = GridHandler.GetSpawn(false); Character newCharacter = new EnemyClass("Enemy", (i + 1).ToString(), TeamType.ENEMY, spawn); GridHandler.PlaceEnemyOnBoard(newCharacter); _spawnedCharacters.Add(newCharacter); } }
private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Enemy")) { EnemyClass enemy = other.gameObject.GetComponent <EnemyClass>(); float attack = Damage + _player.Weapon.Damage - (enemy.GetArmor() + enemy.GetDefence()); if (attack <= 0) { attack = 10; } if (!enemy.DecreaseHealth(attack)) { List <int> spawnTable = enemy.GetCurrencySpawnTable(); int spawnedCurrency = 0; int randomInt = Random.Range(0, 100); if (randomInt < 50) { spawnedCurrency = spawnTable[0]; } else if (randomInt < 75) { spawnedCurrency = spawnTable[1]; } else if (randomInt < 90) { spawnedCurrency = spawnTable[2]; } else if (randomInt < 96) { spawnedCurrency = spawnTable[3]; } else { spawnedCurrency = spawnTable[4]; } Debug.Log($"SPAWNED CURRENCY: {spawnedCurrency}"); ClampToParent go = Instantiate(enemy.GetClampToParent(), enemy.GetCanvas(), false); go.StartPoint = enemy.GetGameObject().transform.position; TextMeshProUGUI tmp = go.gameObject.GetComponent <TextMeshProUGUI>(); tmp.text = $"+{spawnedCurrency}"; _player.gameObject.GetComponent <PlayerWallet>().ReceiveCoinsGG(spawnedCurrency); // Destroy(enemy.GetGameObject()); } GameObject particles = Instantiate(Particles, null, false); particles.transform.position = transform.position; _mainCamera.Shake(CameraShakeMagnitude, CameraShakeDuration); StartCoroutine(DestroySelf()); } }
public void SaveEnemy(EnemyClass enemy) { ConnectToDB("SimpleGame.db"); dbCommand = dbConnection.CreateCommand(); dbCommand.CommandText = "UPDATE Enemy SET Name = '" + enemy.name + "', Attack = " + enemy.atk + ", Defense = " + enemy.def + ", Speed = " + enemy.speed + ", Life = " + enemy.life + " WHERE ID = " + enemy.id; dbCommand.ExecuteNonQuery(); CloseConnection(); }
public void CreateEnemy(EnemyClass enemy) { ConnectToDB("SimpleGame.db"); dbCommand = dbConnection.CreateCommand(); dbCommand.CommandText = "INSERT INTO Enemy (ID, Name, Attack, Defense, Speed, Life) VALUES (" + enemy.id + ", '" + enemy.name + "', " + enemy.atk + ", " + enemy.def + ", " + enemy.speed + ", " + enemy.life + ")"; dbCommand.ExecuteNonQuery(); CloseConnection(); }
public void PlaySound(EnemyClass eClass) { switch (eClass) { case EnemyClass.Enemy1: PlaySound(SoundType.Enemy1Attack); break; case EnemyClass.Enemy2: PlaySound(SoundType.Enemy2Attack); break; case EnemyClass.Enemy3: PlaySound(SoundType.Enemy3Attack); break; } }
private void OnTriggerEnter(Collider other) { // COLLECTING BATTERY if (other.gameObject.tag == "batery") { // other.gameObject.GetType Destroy(other.gameObject); } // COLLECTING HEALTH MUSHROOM else if (other.gameObject.tag == "healthMushroom") { Debug.Log("Health:" + currentHealth.ToString()); healthShroom = other.gameObject.GetComponent <HealthMushroomClass>(); if (currentHealth < maxHealth - healthShroom.GetHealth()) { currentHealth += healthShroom.GetHealth(); } else { currentHealth = maxHealth; } healthText.text = "Health: " + currentHealth.ToString(); Destroy(other.gameObject); Debug.Log("Health:" + currentHealth.ToString()); } // COLLECTING POISON MUSHROOM else if (other.gameObject.tag == "poisonMushroom") { Debug.Log("Sanity:" + currentSanity.ToString()); poisonShroom = other.gameObject.GetComponent <PoisonMushroomClass>(); currentSanity -= poisonShroom.GetPoison(); if (currentSanity <= 0) { SceneManager.LoadScene(1); } sanityText.text = "Sanity: " + currentSanity.ToString(); Destroy(other.gameObject); Debug.Log("Sanity:" + currentSanity.ToString()); } // ENEMY CLLISION else if (other.gameObject.tag == "enemy") { Debug.Log("Damage dealt to player"); enemy = other.gameObject.GetComponent <EnemyClass>(); currentHealth -= enemy.GetDamege(); healthText.text = "Health: " + currentHealth.ToString(); Destroy(other.gameObject); } }
/// <summary> /// creates a wave which contains information about the number of enemies, their attack, their speed, and their currency value /// </summary> /// <param name="enemies">number of enemies the wave should spawn</param> /// <param name="health">amount of health the enemies will have</param> /// <param name="attack">attack value of the enemies</param> /// <param name="speed">speed value of the enemies</param> /// <param name="worth">currency value of the enemies</param> /// <param name="elementTypes">array of all types present in this wave</param> /// <param name="enemyClass">class that enemy should belong to</param> public Wave(int enemies, float health, float attack, float speed, float worth, ElementTypes[] elementTypes, EnemyClass enemyClass, int waveNumber) { this.enemies = enemies; this.health = health; this.attack = attack; this.speed = speed; this.worth = worth; this.elementTypes = elementTypes; typeSpread = elementTypes.Length / (float)enemies; this.enemyClass = enemyClass; this.waveNumber = waveNumber; }
public static Information[] GetRandomEnemies(int n) { //return an array with n enemies Information[] e = new Information[n]; for (int i = 0; i < n; i++) { EnemyClass eC = (EnemyClass)UnityEngine.Random.Range(0, Enum.GetNames(typeof(EnemyClass)).Length - 1); e[i] = GetInformation(eC); e[i].eClass = eC; } return(e); }
void Start() { HumanoidClass human = new HumanoidClass(); HumanoidClass enemy = new EnemyClass(); HumanoidClass orc = new OrcClass(); //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(); }
//input EnemyClass, output Spawner for the enemy. public SpawnerEnemy GetSpawnerFromEnemyType(EnemyClass _enemyType) { if (_enemyType == EnemyClass.Slime) { return spawnerContainer.GetComponentInChildren<Spawner_Slime>(); } else if (_enemyType == EnemyClass.Flymon) { return spawnerContainer.GetComponentInChildren<Spawner_Flymon>(); } else if (_enemyType == EnemyClass.BigSlime || _enemyType == EnemyClass.FastSlime ) { return spawnerContainer.GetComponentInChildren<Spawner_BigSlime>(); } else if (_enemyType == EnemyClass.Cubat) { return spawnerContainer.GetComponentInChildren<Spawner_Cubat>(); } else { Debug.LogError("invalid enemy type, can't get spawner."); return null; } }
void GiveEnemyAbilities(Unit u, EnemyClass e) { switch (e) { case EnemyClass.Goblin: u.myAbilities[0] = new Clobber(u, map, effectLibrary); break; case EnemyClass.GoblinAxeThrower: u.myAbilities[0] = new AxeThrow(u, map, effectLibrary); break; case EnemyClass.GoblinDrummer: u.myAbilities[0] = new BattleRhythem(u, map, effectLibrary); u.myAbilities[1] = new Inspire(u, map, effectLibrary); u.myAbilities[2] = new SonicWave(u, map, effectLibrary); break; case EnemyClass.GoblinShaman: u.myAbilities[0] = new HammerSlam(u, map, effectLibrary); u.myAbilities[1] = new FlamingAxe(u, map, effectLibrary); u.myAbilities[2] = new Combustion(u, map, effectLibrary); u.myAbilities[3] = new SpawnTotem(u, map, effectLibrary); break; case EnemyClass.EarthTotem: u.myAbilities[0] = new TotemSnare(u, map, effectLibrary); u.myAbilities[1] = new TotemShield(u, map, effectLibrary); break; case EnemyClass.FireTotem: u.myAbilities[0] = new TotemFireball(u, map, effectLibrary); u.myAbilities[1] = new TotemFlameShield(u, map, effectLibrary); break; case EnemyClass.WaterTotem: u.myAbilities[0] = new TotemHeal(u, map, effectLibrary); //u.myAbilities[1] = new TotemMist(u, map, effectLibrary); break; case EnemyClass.WindTotem: u.myAbilities[0] = new TotemCooldownReduction(u, map, effectLibrary); u.myAbilities[1] = new TotemPushBack(u, map, effectLibrary); break; } }
public Unit spawnEnemy(int x, int y, EnemyClass e, bool isAtive = false) { //set starting position and spawn unit Vector3 pos = map.TileCoordToWorldCoord (x, y); pos = new Vector3(pos.x, pos.y, -2); GameObject go = (GameObject)Instantiate (enemyTypes [(int)e], pos, Quaternion.identity); Unit u = go.GetComponent<Unit> (); AIBehaviours ai = go.GetComponent<AIBehaviours> (); //set its starting values u.tileX = x; u.tileY = y; u.map = map; u.team = 2; u.ID = everyUnit.Count; u.uManager = this; u.hp = u.maxHP; u.mana = u.maxMana; ai.myMap = map; ai.myManager = this; ai.Initialise (); ++enemyCount; //add a shieldbar AddUnitUIElement (shieldBar, u); //add a manabar AddUnitUIElement (manaBar, u); AddUnitUIElement (manaText, u); //add a healthbar AddUnitUIElement (healthBar, u); AddUnitUIElement (hpText, u); //give the enemy their abilities GiveEnemyAbilities (u, e); //let the map know where the unit is map.GetNode (x, y).myUnit = u; // add to all the lists enemies [enemyCount] = go; //enemy array everyUnit.Add(go); //every unit if (isAtive) { activeUnits.Add(go); // list of currently active units u.isActive = true; } return u; }
public void OnEnemyKilled(EnemyClass _killedType) { if (currentLevel < levelInfos.Length) { EnemyClass targetType = levelInfos[currentLevel].targetEnemy; int targetNumber = levelInfos[currentLevel].targetKillNum; if ( _killedType == targetType || targetType == EnemyClass.AnyEnemy ) { currentKillNum += 1; Game.instance.theGamePanel.OnMissionUpdate(targetType, (targetNumber-currentKillNum)); if (currentKillNum >= targetNumber) { GoLevelUp(); } } } }