コード例 #1
0
 void Awake()
 {
     enemyAnimator = GetComponent <EnemyAnimator>();
     navMeshAgent  = GetComponent <NavMeshAgent>();
     target        = GameObject.FindWithTag(Tags.PLAYER).transform;
     enemySounds   = GetComponentInChildren <EnemySounds>();
 }
コード例 #2
0
 public void playSound(EnemySounds soundType)
 {
     if (bSoundEnabled && asEnemySounds[(int)soundType].isPlaying == false)
     {
         asEnemySounds[(int)soundType].Play();
     }
 }
コード例 #3
0
    public void PlaySound(EnemySounds sound)
    {
        switch (sound)
        {
        case EnemySounds.Attack:
            //enemySoundbank.enemyAttack.PlayDefault();
            break;

        case EnemySounds.GetHit:
            enemySoundbank.enemyDamaged.PlayDefault();
            break;

        case EnemySounds.InRange:
            enemySoundbank.enemyInRangeBrute.PlayDefault();     // fix - this shouldn't happen on shooters, i think
            break;

        case EnemySounds.Spawned:
            enemySoundbank.enemySpawn.PlayDefault();
            break;

        case EnemySounds.Stunned:
            enemySoundbank.enemyStunned.PlayDefault();
            break;

        case EnemySounds.Dead:
            enemySoundbank.enemyKilled.PlayDefault();
            break;

        default:
            break;
        }
    }
コード例 #4
0
    // Use this for initialization
    public void Start()
    {
        // Find EnemySounds GameObject
        _SoundStorage = GameObject.FindGameObjectWithTag("Sounds").GetComponent <EnemySounds>();

        // Find Player GameObject
        _Player = GameObject.FindGameObjectWithTag("Player");

        _ripple = GameObject.FindGameObjectWithTag("RipplePlane").GetComponent <rippleSharp>();;
    }
コード例 #5
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 public bool isPlaying(EnemySounds sound)
 {
     if (asEnemySounds[(int)sound].isPlaying)
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
コード例 #6
0
 // Start is called before the first frame update
 void Start()
 {
     rb           = GetComponent <Rigidbody2D>();
     anim         = GetComponent <Animator>();
     player       = GameObject.FindGameObjectWithTag("Player").transform;
     rend         = GetComponent <SpriteRenderer>();
     playerHealth = player.GetComponent <PlayerHealth>();
     runSpeed     = runDefSpeed;
     healthBar    = GetComponent <EnemyHealthBarScript>();
     healthBar.InitHealthBarValues(health);
     sounds = GetComponent <EnemySounds>();
 }
コード例 #7
0
ファイル: StormBirdEnemy.cs プロジェクト: Sleazoid/LDJam46
 // Start is called before the first frame update
 void Start()
 {
     sprite          = GetComponent <SpriteRenderer>();
     anim            = GetComponent <Animator>();
     startPos        = transform.position;
     rb              = GetComponent <Rigidbody2D>();
     playerGO        = GameObject.FindGameObjectWithTag("Player");
     playerHealth    = playerGO.GetComponent <PlayerHealth>();
     playerTransform = playerGO.transform;
     healthBar       = GetComponent <EnemyHealthBarScript>();
     healthBar.InitHealthBarValues(health);
     sounds = GetComponent <EnemySounds>();
 }
コード例 #8
0
ファイル: JumperMovement.cs プロジェクト: errues/PaintJam
    void Start()
    {
        base.Initialize();
        onGround    = true;
        audioSource = GetComponent <AudioSource> ();
        enemySounds = GetComponent <EnemySounds> ();

        filling = GetComponent <EnemySpriteManager> ().filling;
        border  = GetComponent <EnemySpriteManager> ().border;

        idleFillSprite   = filling.sprite;
        idleBorderSprite = border.sprite;
    }
コード例 #9
0
ファイル: Health.cs プロジェクト: diguifi/FPS_Survival
 void Awake()
 {
     if (isAnimal)
     {
         enemyAnimator   = GetComponent <EnemyAnimator>();
         enemyController = GetComponent <EnemyController>();
         navMeshAgent    = GetComponent <NavMeshAgent>();
         enemySounds     = GetComponentInChildren <EnemySounds>();
     }
     if (isPlayer)
     {
         playerStats = GetComponent <PlayerStats>();
     }
 }
コード例 #10
0
    void Start()
    {
        lastShotTime = Time.time;
        rb           = GetComponent <Rigidbody2D> ();
        player       = GameObject.FindGameObjectWithTag("Player").transform;

        audioSource = GetComponent <AudioSource> ();
        enemySounds = GetComponent <EnemySounds> ();
        enemyHealth = GetComponent <EnemyHealth> ();

        filling          = GetComponent <EnemySpriteManager> ().filling;
        border           = GetComponent <EnemySpriteManager> ().border;
        idleSpriteFill   = filling.sprite;
        idleSpriteBorder = border.sprite;
    }
コード例 #11
0
ファイル: SoundManagerCS.cs プロジェクト: lovigame/alalei
    /*
     *	FUNCTION: Stops all sounds except background music
     */
    public void stopAllSounds()
    {
        for (int i = 0; i < CharacterSounds.GetValues(typeof(CharacterSounds)).Length; i++)
        {
            asCharacterSounds [i].Stop();
        }
        for (int i = 0; i < PowerupSounds.GetValues(typeof(PowerupSounds)).Length; i++)
        {
            asPowerupSounds [i].Stop();
        }
        for (int i = 0; i < MenuSounds.GetValues(typeof(MenuSounds)).Length; i++)
        {
            asMenuSounds [i].Stop();
        }
        for (int i = 0; i < EnemySounds.GetValues(typeof(EnemySounds)).Length; i++)
        {
            asEnemySounds [i].Stop();
        }

        bFootstepsPlaying = false;
    }
コード例 #12
0
        private void Start()
        {
            walkParticle = transform.Find("walk").GetComponent <ParticleSystem>();
            walkParticle.Stop();
            Target   = GameObject.FindGameObjectWithTag("Player");
            navAgent = GetComponent <NavMeshAgent>();

            enemyAnimation = GetComponent <EnemyAnimation>();
            CurrentState   = new ThrowState();

            RgdBody = GetComponent <Rigidbody>();
            if (!throwingBall)
            {
                throwingBall = UnityEngine.Resources.Load <GameObject>("StrandBall");
            }
            enemySound = GetComponent <EnemySounds>();

            if (Target == null)
            {
                Destroy(this);
            }
        }
コード例 #13
0
 private void Start()
 {
     _renderer      = GetComponent <Renderer>();
     _originalColor = _renderer.material.color;
     _sound         = GameObject.FindGameObjectWithTag("Sounds").GetComponent <EnemySounds>();
 }
コード例 #14
0
	public bool isPlaying (EnemySounds sound)
	{
		if (asEnemySounds [(int)sound].isPlaying)
			return true;
		else
			return false;
	}
コード例 #15
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	public void stopSound (EnemySounds soundType)
	{
		asEnemySounds [(int)soundType].Stop ();
	}
コード例 #16
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	public void playSound (EnemySounds soundType)
	{
		if (bSoundEnabled && asEnemySounds [(int)soundType].isPlaying == false)
			asEnemySounds [(int)soundType].Play ();
	}
コード例 #17
0
    void Start()
    {
        #region Use the GravMultiplier to adjust enemy speeds accordingly.
        WalkSpeed    = WalkSpeed * GravMultiplier;
        TurningSpeed = TurningSpeed * GravMultiplier;
        #endregion

        agent                   = GetComponent <NavMeshAgent>();
        agent.speed             = WalkSpeed;
        defaultStoppingDistance = agent.stoppingDistance;
        enemySounds             = GetComponent <EnemySounds>();
        Player                  = GameObject.FindGameObjectWithTag("Player");                             // The player is found in the scene automatically and set here.
        disturbanceCam          = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); // Find the main camera and set it here. NOTE: This will be removed soon. Should only be found in my test scene.
        _musicManager           = GameObject.FindWithTag("MusicManager").GetComponent <MusicManager>();

        // Get access to the enemy object's children.
        foreach (Transform child in transform)
        {
            if (child.tag == "EnemyPOV" && POV_GO == null)
            {
                POV_GO = child.gameObject;                                            // Get access to the enemy's POV.
            }
            if (child.tag == "BackupCall" && BackupCallZone == null)
            {
                BackupCallZone = child.gameObject.GetComponent <SphereCollider>();
            }
            if (child.tag == "SurveyPoint")
            {
                surveyPoints.Add(child);                             // Get the enemy's survey points.
            }
            if (child.tag == "PlayerTracker" && PlayerTracker == null)
            {
                PlayerTracker = child.GetComponent <PlayerTracker>();                                                       // Get the enemy's player tracker script.
            }
            if (child.tag == "HitScanner")
            {
                HitScanner = child.GetComponent <HitScanner>();
            }
        }

        POV = POV_GO.GetComponent <Camera>();
        if (Player != null)
        {
            playerRenderer = Player.transform.Find("Protagonist/Mesh").GetComponent <Renderer>();
        }

        movement = GetComponent <EnemyMovement>();
        if (movement != null)
        {
            movement.enabled = false;
        }

        // Get Enemy Flashlight.
        Flashlight = transform.Find("PAC-AUG/Flashlight Attachment").GetComponent <Light>();

        BackupCallZone.enabled = false; // Disable the backup call zone since it should only be active when the enemy is alerted.

        #region Set the enemy's patrol route, if we haven't given them one, assign them a post.
        if (GetComponent <Patrol>() != null) // Set the enemy's patrol route if we have given them one in the editor.
        {
            patrolRoute = GetComponent <Patrol>();
            // NOTE: We can only set enemy phase directly (Like the line below.) in this Start method. Everywhere else, we should use the SetPhase(newPhase) method.
            enemyPhase = Phase.PATROL;
            UpdateBehaviour();
        }

        // If we haven't given them a patrol route, assign their starting location as their post. (An area they've been assigned to keep watch at.)
        else
        {
            post = GetComponent <Transform>().position;
            // REMINDER: Everywhere else, we use the SetPhase(newPhase) method.
            enemyPhase = Phase.VIGIL;
            vigil      = true;
            UpdateBehaviour();
        }
        #endregion
    }
コード例 #18
0
 public void stopSound(EnemySounds soundType)
 {
     asEnemySounds[(int)soundType].Stop();
 }