Inheritance: MonoBehaviour
コード例 #1
0
        public Cannon(ContentManager content, Vector2 position, Stage stage, string enemytype)
            : base(content, position, stage, enemytype)
        {
            PlayerSpriteCollection spritecollection;

            spritecollectionlist = new List <PlayerSpriteCollection>();
            Texture2D cannonTileset = content.Load <Texture2D>("Sprites/Enemies/Cannon");

            spritecollection = new PlayerSpriteCollection();
            spritecollection.Initialize(TextureHelper.SwapColor(cannonTileset, new Color(192, 32, 0), new Color(184, 28, 12)), position, 5, Color.White, 1f);
            spritecollectionlist.Add(spritecollection);

            spritecollection = new PlayerSpriteCollection();
            spritecollection.Initialize(TextureHelper.SwapColor(cannonTileset, new Color(192, 32, 0), new Color(228, 68, 52)), position, 5, Color.White, 1f);
            spritecollectionlist.Add(spritecollection);

            spritecollection = new PlayerSpriteCollection();
            spritecollection.Initialize(cannonTileset, position, 5, Color.White, 1f);
            spritecollectionlist.Add(spritecollection);

            CollisionIsHazardous = false;

            _health = 15;

            _currentFrame     = 0;
            _animatingforward = true;

            ExplosionAnimation.Initialize(content.Load <Texture2D>("Sprites/Explosion1"), position, 36, 36, 3, 150, Color.White, 1f, false, false, this.CurrentStage);
            ExplosionSound = content.Load <SoundEffect>("Sounds/Explosion1");

            projectileTexture = content.Load <Texture2D>("Sprites/Projectiles/basicbullet");

            _gun = new EnemyGun(this, projectileTexture);
        }
コード例 #2
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 private void Start()
 {
     gun          = GetComponent <EnemyGun>();
     navigation   = GetComponent <Navigation>();
     enemyInfo    = GetComponent <EnemyInfo>();
     navMeshAgent = GetComponent <NavMeshAgent>();
 }
コード例 #3
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ファイル: Navigation.cs プロジェクト: ggdevotetoIT/RoboMaster
 private void Start()
 {
     agent     = GetComponent <NavMeshAgent>();
     enemyGun  = GetComponent <EnemyGun>();
     enemyInfo = GetComponent <EnemyInfo>();
     //agent.SetDestination(agent.transform.position);
 }
コード例 #4
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ファイル: ShootingEnemy.cs プロジェクト: BJarv/UrsaMajor
 protected override void Start()
 {
     //overrides start function of enemy.cs
     base.Start ();
     try {
         gun = transform.Find ("enemyGun").GetComponent<EnemyGun>();
     } catch {
         //Debug.Log ("No 'enemyGun' found, looking for shotgun");
         try {
             shotgun = transform.Find ("enemyShotgun").GetComponent<EnemyShotgun>();
         } catch {
             //Debug.Log ("No 'enemyShotgun' found, looking for launcher");
             try {
                 launcher = transform.Find ("missilePoint").GetComponent<EnemyLauncher>();
             } catch {
                 //Debug.Log ("No 'enemyLauncher' found, looking for lobber");
                 try {
                     lobber = transform.Find ("lobPoint").GetComponent<EnemyLobber>();
                 } catch {
                     Debug.Log ("No gun attached to a shooting enemy");
                 }
             }
         }
     }
 }
コード例 #5
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    void OnTriggerEnter2D(Collider2D hitinfo)
    {
        JumpSkull js = hitinfo.GetComponent <JumpSkull>();
        EnemyGun  eg = hitinfo.GetComponent <EnemyGun>();
        Mines     m  = hitinfo.GetComponent <Mines>();
        Boss      b  = hitinfo.GetComponent <Boss>();
        Floor     f  = hitinfo.GetComponent <Floor>();

        // Debug.Log(hitinfo.name);
        if (m != null)
        {
            m.TakeDamage(100);
            Destroy(gameObject);
        }
        if (eg != null)
        {
            eg.TakeDamage(50);
            Destroy(gameObject);
        }
        if (js != null)
        {
            js.TakeDamage(34);
            Destroy(gameObject);
        }
        if (b != null)
        {
            b.TakeDamage(20);
            Destroy(gameObject);
        }
        if (f != null)
        {
            Destroy(gameObject);
        }
    }
コード例 #6
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 void Start()
 {
     gun    = GetComponent <EnemyGun>();
     target = mainPlayer.gameObject.transform.position;
     engine = GetComponent <Engine>();
     gameObject.transform.position = patrolPath.transform.position;
 }
コード例 #7
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ファイル: EnemyAI.cs プロジェクト: leewonz/Shooter
    void Start()
    {
        controller = gameObject.GetComponent <CharacterController>();
        movement   = new MovementHelper.Movement(gameObject, controller
                                                 , _moveAcc: 75f, _moveMax: 6.0, _friction: 40f, _gravity: 27f);

        moveDestination = gameObject.transform.position;

        aimAngleH = gameObject.transform.rotation.eulerAngles.y;
        aimAngleV = 0;

        floorPoint = transform.Find("Floor Point");

        boxvis1 = new Vector3(0, 0, 0);
        boxvis2 = new Vector3(0, 0, 0);
        boxvis3 = Quaternion.identity;
        boxvis4 = new Vector3(0, 0, 0);
        boxvis5 = 0;

        linevis = new Vector3(0, 0, 0);

        playerObject = GameObject.FindGameObjectWithTag("Player");

        gunInstance = gameObject.transform.Find("Enemy Gun").gameObject;
        gunScript   = gunInstance.GetComponent <EnemyGun>();

        //controller.enabled = false;
    }
コード例 #8
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 private void Start()
 {
     gun          = GetComponent <EnemyGun>();
     navigation   = GetComponent <Navigation>();
     navMeshAgent = GetComponent <NavMeshAgent>();
     audioSource  = GetComponent <AudioSource>();
     lightColor   = light.color;
 }
コード例 #9
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 private void Awake()
 {
     agent       = GetComponent <NavMeshAgent>();
     player      = GameObject.Find("Player").transform;
     groundLayer = LayerMask.GetMask("Ground");
     playerLayer = LayerMask.GetMask("Player");
     gun         = GetComponentInChildren <EnemyGun>();
 }
コード例 #10
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 public virtual void OnEnable()
 {
     player = GameObject.Find("EnemyTarget");
     spr    = GetComponent <SpriteRenderer>();
     rb2d   = GetComponent <Rigidbody2D>();
     spr.sortingLayerName = "Player";
     this.tag             = "EnemyProjectile";
     weapon = GameObject.Find("PH_EnemyWeapon").GetComponent <EnemyGun>();
     initializeProjectileStats();
 }
コード例 #11
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 void Awake()
 {
     player          = GameObject.FindGameObjectWithTag("Player").transform;
     anim            = GetComponent <Animator> ();
     enemyAudio      = GetComponent <AudioSource> ();
     hitParticles    = GetComponentInChildren <ParticleSystem> ();
     capsuleCollider = GetComponent <CapsuleCollider> ();
     enemyGun        = GetComponentInChildren <EnemyGun>();
     currentHealth   = startingHealth;
 }
コード例 #12
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    // Start is called before the first frame update
    void Start()
    {
        EnemyManager.instance.AddToEnemyList(gameObject);

        visionCollider = visionObject.GetComponent <Collider>();
        eyes           = gameObject.GetComponent <Eyes>();
        enemyRB        = gameObject.GetComponent <Rigidbody>();
        enemyGun       = gameObject.GetComponent <EnemyGun>();
        //navMeshAgent = gameObject.GetComponent<NavMeshAgent>();
    }
コード例 #13
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    public virtual void Freeze()       // Notar la potencial herencia en esta y las otras funciones.
    {
        animator               = this.GetComponentInChildren <Animator>();
        gun                    = this.GetComponentInChildren <EnemyGun>();
        previousFireState      = gun.holdFire;
        previousAnimationSpeed = animator.speed;

        animator.speed = 0;
        gun.holdFire   = true;
        isFrozen       = true;
    }
コード例 #14
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    [SerializeField] private MeleeAttack _leftHand, _rightHand, _rightFoot; // Reference to melee attack scripts



    // ----------------------------------------------------------------------------------------------
    // METHOD:      Awake()
    // Desciption:  Cahce component references, and convert the DeadZone float from degrees to radians
    // -----------------------------------------------------------------------------------------------
    private void Awake()
    {
        _navAgent   = GetComponent <NavMeshAgent>();
        _anim       = GetComponent <Animator>();
        _enemyGun   = GetComponentInChildren <EnemyGun>(true);
        _controller = GetComponent <StateController>();

        _navAgent.updateRotation = false; // We will manually update the rotation through scripting in most cases

        DeadZone *= Mathf.Deg2Rad;
    }
コード例 #15
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 // Use this for initialization
 public override void Start()
 {
     health         = 550;
     startingHealth = health;
     SetHealth(startingHealth);
     maximumDistanceFromOrigin = 10;
     shootingDistance          = 9f;
     selectedClass             = enemyClass.Shooter;
     drtp = GetComponent <DrawRayToPlayer>();
     eg   = GetComponentInChildren <EnemyGun>();
 }
コード例 #16
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ファイル: EnemyBehavior.cs プロジェクト: maxdraz/overcoaled
    public void SetDestination(float setX, float setY, float setZ)
    {
        destination = new Vector3(setX, setY, setZ);
        SetTarget();
        gun             = GetComponentInChildren <EnemyGun>();
        gun.rotateSpeed = rotateSpeed;
        gun.shootDelay  = fireRateDelay;
        gun.bullet      = enemyBullet;

        throwDynamiteTimer = Random.Range(20.0f, 30.0f);
    }
コード例 #17
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    public virtual void Freeze()
    {
        // Notar la potencial herencia en esta y las otras funciones.
        animator = this.GetComponentInChildren<Animator>();
        gun = this.GetComponentInChildren<EnemyGun>();
        previousFireState = gun.holdFire;
        previousAnimationSpeed = animator.speed;

        animator.speed = 0;
        gun.holdFire = true;
        isFrozen = true;
    }
コード例 #18
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    void Start()
    {
        updatePath     = 0;
        start          = transform.position;
        distanceToGoal = 100;

        weaponScript = GetComponentInChildren <EnemyGun>();
        agent        = GetComponentInParent <NavMeshAgent>();
        animator     = GetComponent <Animator>();

        agent.speed = 0.1f;
    }
コード例 #19
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 void Start()
 {
     states           = States.idle;
     player           = FindObjectOfType <Player>().transform;
     gunSprite        = enemyGun.GetComponentInChildren <SpriteRenderer>();
     enemyGun         = enemyGun.GetComponentInChildren <EnemyGun>();
     sprite           = GetComponentInChildren <SpriteRenderer>();
     randomTime       = Random.Range(5, 8);
     enemyGun.enabled = false;
     StartCoroutine(Walk());
     StartCoroutine(DistanceCheck());
 }
コード例 #20
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ファイル: Sniper.cs プロジェクト: RodrigodeMoura/contravania
        public Sniper(ContentManager content, Vector2 position, Stage stage, string enemytype)
            : base(content, position, stage, enemytype)
        {
            snipersprites = new PlayerSpriteCollection();
            snipersprites.Initialize(content.Load <Texture2D>("Sprites/Enemies/Sniper"), position, 5, Color.White, 1f);

            ExplosionAnimation.Initialize(content.Load <Texture2D>("Sprites/Explosion1"), position, 36, 36, 3, 150, Color.White, 1f, false, false, this.CurrentStage);
            ExplosionSound = content.Load <SoundEffect>("Sounds/Explosion1");

            projectileTexture = content.Load <Texture2D>("Sprites/Projectiles/basicbullet");

            _gun = new EnemyGun(this, projectileTexture);
        }
コード例 #21
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 override protected void Start()         //overrides start function of enemy.cs
 {
     base.Start();
     try {
         gun = transform.Find("enemyGun").GetComponent <EnemyGun>();
     } catch {
         //Debug.Log ("No 'enemyGun' found, looking for shotgun");
         try {
             shotgun = transform.Find("enemyShotgun").GetComponent <EnemyShotgun>();
         } catch {
             Debug.Log("No gun attached to a shooting enemy");
         }
     }
 }
コード例 #22
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    // Use this for initialization
    void Start()
    {
        gun = GetComponent <EnemyGun>();
        characterController = GetComponent <CharacterController>();

        var rand = Random.value * 360.0f;

        randomDirection = new Vector3(
            Mathf.Cos(rand),
            0.0f,
            Mathf.Sin(rand));

        enabled           = false;
        isBeforeMoveStart = true;
    }
    IEnumerator Timer()
    {
        GameObject enemy = GameObject.FindGameObjectWithTag("Enemy");
        enemyMovementController enemyScript = enemy.GetComponent <enemyMovementController>();
        GameObject enemyGun       = GameObject.FindGameObjectWithTag("Gun");
        EnemyGun   enemyGunScript = enemyGun.GetComponent <EnemyGun>();

        enemyScript.speed = 0f;

        enemyGunScript.nextFire = 200f;

        yield return(new WaitForSeconds(8));

        enemyScript.speed = 2.0f;

        enemyGunScript.nextFire = Time.time + enemyGunScript.fireRate;
    }
コード例 #24
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    // Start is called before the first frame update
    void Start()
    {
        GameObject enemy = GameObject.FindWithTag("Player");

        if (enemy == null)
        {
            Debug.Log("Cannot find Player");
        }
        else
        {
            stun = enemy.GetComponent <Hack>();
        }
        _agent = GetComponent <NavMeshAgent>();
        _gun   = GetComponent <EnemyGun>();

        GoToNextPoint();
        fanAudio.Play();
    }
コード例 #25
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    IEnumerator ShootPlayer()
    {
        EnemyGun enemyGun = childTransform.gameObject.GetComponent <EnemyGun>();

        myTransform.LookAt(player);
        enemyGun.Shoot();
        yield return(new WaitForSeconds(shootingFrequency));

        myTransform.LookAt(player);
        enemyGun.Shoot();
        yield return(new WaitForSeconds(shootingFrequency));

        myTransform.LookAt(player);
        enemyGun.Shoot();
        yield return(new WaitForSeconds(shootingFrequency * 3));

        shooting = false;
        // EnemyGun shoots in the direction the enemy is facing
    }
コード例 #26
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ファイル: Turret.cs プロジェクト: RodrigodeMoura/contravania
        public Turret(ContentManager content, Vector2 position, Stage stage, string enemytype)
            : base(content, position, stage, enemytype)
        {
            PlayerSpriteCollection spritecollection;
            Texture2D turrettileset;

            spritecollectionlist = new List <PlayerSpriteCollection>();
            turrettileset        = content.Load <Texture2D>("Sprites/Enemies/Turret");

            spritecollection = new PlayerSpriteCollection();
            spritecollection.Initialize(TextureHelper.SwapColor(turrettileset, new Color(192, 32, 0), new Color(184, 28, 12)), position, 12, Color.White, 1f);
            spritecollectionlist.Add(spritecollection);

            spritecollection = new PlayerSpriteCollection();
            spritecollection.Initialize(TextureHelper.SwapColor(turrettileset, new Color(192, 32, 0), new Color(228, 68, 52)), position, 12, Color.White, 1f);
            spritecollectionlist.Add(spritecollection);

            spritecollection = new PlayerSpriteCollection();
            spritecollection.Initialize(turrettileset, position, 12, Color.White, 1f);
            spritecollectionlist.Add(spritecollection);

            CollisionIsHazardous = false;

            _health           = 15;
            _currentPosition  = 3;
            TimeTargetLocked  = 0.0f;
            _elapsedTime      = 0;
            _currentFrame     = 0;
            _animatingforward = true;

            // RGB colors for blinking animations of turret.
            //R 255 228  184
            //G 140 68   28
            //B 124 52   12

            projectileTexture = content.Load <Texture2D>("Sprites/Projectiles/basicbullet");

            ExplosionAnimation.Initialize(content.Load <Texture2D>("Sprites/Explosion2"), WorldPosition, 5, 150, Color.White, 1f, false, this.CurrentStage);
            ExplosionSound = content.Load <SoundEffect>("Sounds/Explosion2");

            _gun = new EnemyGun(this, projectileTexture);
        }
コード例 #27
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ファイル: CameraSpecial.cs プロジェクト: SilverVarg/Inlupp2
    // Update is called once per frame
    void Update()
    {
        transform.position += Vector3.right * Time.deltaTime * velocityX;
        if (Cam.transform.position.x >= -7.79f)
        {
            BouncyBoss enemyScript  = Boss.GetComponent <BouncyBoss>();
            EnemyGun   enemyScript2 = TentacleSpawnloc.GetComponent <EnemyGun>();

            EnemyGun enemyScript3 = TentacleSpawnloc2.GetComponent <EnemyGun>();

            EnemyGun enemyScript4 = TentacleSpawnloc3.GetComponent <EnemyGun>();
            enemyScript3.range    = 100f;
            enemyScript4.range    = 100f;
            enemyScript2.range    = 100;
            enemyScript.delta     = 2.5f;
            enemyScript.speed     = 2f;
            enemyScript.moveSpeed = -0.09f;
            velocityX             = 0f;
        }
    }
コード例 #28
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ファイル: EnemyController.cs プロジェクト: himapo/Cas2014S
    // Use this for initialization
    void Start()
    {
        gun = GetComponent<EnemyGun>();
        characterController = GetComponent<CharacterController>();

        var rand = Random.value * 360.0f;
        randomDirection = new Vector3(
            Mathf.Cos(rand),
            0.0f,
            Mathf.Sin(rand));

        enabled = false;
        isBeforeMoveStart = true;
    }
コード例 #29
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 private void Start()
 {
     enemyInfo = transform.parent.GetComponent <EnemyInfo>();
     gun       = transform.parent.GetComponent <EnemyGun>();
 }
コード例 #30
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 private void Start()
 {
     rb              = GetComponent <Rigidbody>();
     enemyGun        = FindObjectOfType <EnemyGun>();
     playerLayerMask = LayerMask.GetMask("Player");
 }