void Start() { dino = FindObjectOfType <Dino>(); enemySpawn = FindObjectOfType <EnemySpawn>(); groundMovement = FindObjectOfType <GroundMovement>(); timeToIncreaseDifficulty = Time.time + interval; }
// Update is called once per frame void Start() { //enable navmesh navigator = GetComponent <NavMeshAgent>(); navigator = GetComponent <NavMeshAgent>(); StartCoroutine("MovementRoutine"); spawner = FindObjectOfType <EnemySpawn>(); }
// Use this for initialization void Start() { Player = GameObject.FindGameObjectWithTag("Player"); enemyspawn = GameObject.FindGameObjectWithTag("EnemySpawn"); EnemySpawn e = enemyspawn.GetComponent <EnemySpawn>(); e.enabled = false; }
// Use this for initialization void Start() { player = GameObject.Find ("Player"); es = GameObject.Find ("EnemySpawner").GetComponent<EnemySpawn> (); egh = Camera.main.GetComponent<EndGameHUD> (); egh.endgameobj = gameObject; egh.display = true; }
public void SpawnEnemy(EnemySpawn spawn) { GenericItem portal = this.spawnPortals.Pop(spawn.location); Vector3 extents = spawn.enemy.pool.prefab.GetComponent <Renderer>().bounds.extents; portal.instance.transform.localScale = new Vector3(extents.x + 0.15f, extents.y, 1); level.StartCoroutine(this.SpawnEnemyRoutine(portal, spawn.enemy, spawn.location)); }
// Start is called before the first frame update void Start() { anim = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); es = GameObject.Find("GM").GetComponent <EnemySpawn>(); target = GameObject.Find("player").transform; attackHitBox.SetActive(false); }
private bool currentRound() { _spawn = GameObject.Find("SpawnCenter"); _currentRound = _spawn.GetComponent <EnemySpawn>(); int round = _currentRound.GetCurrRound(); _gameInfoText["Round "] = round + ""; return(round == 3); }
public void RegisterEnemySpawn(string id, EnemySpawn spawn) { if (_enemySpawnPoints.ContainsKey(id)) { return; } _enemySpawnPoints.Add(id, spawn); Debug.Log($"Registering enemy spawn {id}..."); }
void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); playerDashChaining = player.GetComponent <PlayerDashChaining>(); enemySpawn = GetComponent <EnemySpawn>(); enemyDestroysRunestone = GameObject.FindGameObjectWithTag("RuneStone").GetComponent <EnemyDestroysRunestone>(); }
public void SpawnEnemies() { foreach (GameObject point in spawnPoints) { point.SetActive(true); EnemySpawn enemySpawn = point.GetComponent <EnemySpawn>(); enemySpawn.Spawn(); } }
void Start() { enemySpawn = this; destroyedEnemyCount = 0; enemyCount = 0; StartCoroutine(Spawn()); isSpawning = true; }
void Start() { ownPattern = new Vector3[10]; spawner = GameObject.Find("EnemySpawner").GetComponent <EnemySpawn>(); for (int x = 0; x < ownPattern.Length; x++) { ownPattern[x] = spawner.pos[x]; } }
/*****************************************************************************************************************************************/ void Start() { StartPosX = transform.position.x; StartPosY = transform.position.y; rgb = gameObject.GetComponent <Rigidbody2D>(); //KI = transform.parent.GetComponent<EnemyMovementController>(); Need for Hirachie //KI = transform.GetComponentInChildren<EnemyMovementController>(); Spawn = transform.GetComponentInChildren <EnemySpawn>(); }
public void endWave() { wave++; EnemySpawn spawn = GameObject.FindGameObjectWithTag("Respawn").GetComponent <EnemySpawn>(); spawn.timer = 0; spawn.spawnNumber = 0; spawn.turn = 0; control.ChangePhase(GamePhase.Prep); }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); Debug.Log(player); playerLives = player.GetComponent <PlayerHealth>(); enemySpawn = GetComponent <EnemySpawn>(); //enemyHealth = GetComponent<EnemyHealth>(); }
private void Awake() { phaseType = "StartPhase"; pathfinding = GetComponent <PathFinding>(); grid = GetComponent <GridController>(); turretSpawn = GetComponent <TurretSpawn>(); enemySpawn = GetComponent <EnemySpawn>(); BPM = GetComponent <BPM>(); }
private void Start() { if (PlayerPrefs.GetInt("sound") == 0) { shootSound = this.GetComponent <AudioSource>(); shootSound.volume = 0.5f; } uiManager = uiManager.GetComponent <UIManager>(); enemySpawn = enemySpawn.GetComponent <EnemySpawn>(); }
// Use this for initialization void Start() { GameEventMngr = GameObject.Find("GameEventManager"); DisplayScr = GameEventMngr.GetComponent <DisplayScore> (); E_spawn = GameObject.Find("SpawnPoint01"); E_spawnScript = E_spawn.GetComponent <EnemySpawn> (); LootRoll = Random.Range(0, 100); LootID = Random.Range(0, LootTableSize); Debug.Log("LootID:" + LootID); }
static void CreateEnemySpawn() { if (!CheckSelection("zone")) { Debug.LogError("必须先选择zone"); return; } GameObject spawn = EnemySpawn.Create(); spawn.transform.parent = Selection.activeTransform; }
void Start() { fireGunRef = FindObjectOfType <fireGun>(); playerConRef = FindObjectOfType <PlayerController>(); enemySpawnRef = FindObjectOfType <EnemySpawn>(); enemyHealth = 2; enemMaterial = enemySpawnRef.enemyMaterialName; this.gameObject.tag = "enemy"; enemEarRef = enemySpawnRef.enemyEar; enemEarRef1 = enemySpawnRef.enemyEar1; }
void Awake() { _instance = this; _enemyPool = new Pool <Enemy>(15, EnemyFactory, Enemy.InitializeEnemy, Enemy.DisposeEnemy, true); ChildFunctions[] _pos = GetComponentsInChildren <ChildFunctions>(); foreach (var pos in _pos) { positionToSpawn.Add(pos); } }
public void AttackClosestEnemy() { hitbox.RestoreGetHitBools(); EnemySpawn nextClosestEnemy = EnemySpawn.GetClosestEnemy(transform.position, targetNextEnemyDistance); if (nextClosestEnemy != null) { nextTargetDir = (nextClosestEnemy.transform.position - transform.position).normalized; TargetNextEnemy(); } }
// Update is called once per frame void Update() { Scene scene = SceneManager.GetActiveScene(); Debug.Log("Window width: " + Screen.width); Debug.Log("Window h: " + Screen.height); if (WallCurrHp <= 0) { texts [2].text = "You Lose"; HP.value = 0; } if (Input.GetKeyUp(KeyCode.Z)) { gold += 100; SceneManager.LoadScene("Shop"); } if (scene.name == "Level" && WallCurrHp > 0) { texts [0] = GameObject.Find("Gold").GetComponent <Text>(); texts [1] = GameObject.Find("EnemiesLeft").GetComponent <Text>(); texts [0].text = "Gold: " + gold; texts [1].text = "Enemys Reinforcements: " + EnemiesLeft; texts [2] = GameObject.Find("WallHp").GetComponent <Text>(); texts [2].text = WallCurrHp + "/" + MaxWallHp; HP = GameObject.Find("WallHealth").GetComponent <Slider> (); HP.maxValue = MaxWallHp; HP.value = WallCurrHp; } if (scene.name == "Shop") { texts [0] = GameObject.Find("Gold").GetComponent <Text>(); texts [3] = GameObject.Find("WallHp").GetComponent <Text>(); texts [0].text = "Gold: " + gold; texts [3].text = "Wall: " + WallCurrHp + "/" + MaxWallHp; buttons [0] = GameObject.Find("RepairB").GetComponent <Button>(); buttons [1] = GameObject.Find("UpgradesB").GetComponent <Button>(); buttons [2] = GameObject.Find("NextLVB").GetComponent <Button>(); } if (EnemiesLeft <= 0 && scene.name == "Level") { SP = GameObject.FindGameObjectWithTag("SP"); EnemySpawn SPi = SP.GetComponent <EnemySpawn> (); SPi.Spawning = false; } if (EnemiesLeft > 0 && scene.name == "Level") { SP = GameObject.FindGameObjectWithTag("SP"); EnemySpawn SPi = SP.GetComponent <EnemySpawn> (); SPi.Spawning = true; } }
// Use this for initialization void Awake() { enemysOfWaves = new List <int>(); for (int i = 0; i < numOfWaves; i++) { enemysOfWaves.Add(originEnemyAmount + i * enemyPlusPerWave); } enemySpawn = GetComponentInChildren <EnemySpawn>(); waveTimer = secondsPerWave; player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); }
// Update is called once per frame public void Spawn() { if (enemiesLeft > 0) { EnemySpawn rand = GetRandomSpawn(); if (rand != null && rand.enemyCount > 0) { enemiesLeft--; rand.Spawn(); } } }
// Use this for initialization void Start() { realTime = GameObject.FindGameObjectWithTag("Player").GetComponent <ArtificialTimeManager>(); enSpawn = GameObject.FindGameObjectWithTag("enemymanager").GetComponent <EnemySpawn>(); player = GameObject.FindGameObjectWithTag("Player"); dmgPerAttk = 5; timeBetweenAttk = 2; thrallTimer = 0; timeToSpawnThrall = 60; inRange = false; turnSpeed = 10; }
private List <EnemySpawn> CloneList(List <EnemySpawn> a, int time) // Clone EnemySpawn list and add time to each of its elements { List <EnemySpawn> result = new List <EnemySpawn>(); foreach (EnemySpawn e in a) { EnemySpawn temp = new EnemySpawn(e.tag, e.time + time); result.Add(temp); } return(result); }
void Start() { _enemySpawn = GameObject.FindGameObjectWithTag(TAG_SPAWN_MANAGER).GetComponent <EnemySpawn>(); _timer = GameObject.FindGameObjectWithTag(TAG_TIMER).GetComponent <Timer>(); _enemySpawn.enabled = true; ChangeEnemy(); InvokeRepeating("InvokeIncreaseSpeed", 1, 1); InvokeRepeating("ChangeEnemy", 1, 60); }
private void Die() { Debug.Log("Die!"); if (moving) //Reset tile which is in use { Path.Peek().MovementTo = false; } EnemySpawn.RemoveGameObject(gameObject); OnEnemyKilled(); Destroy(gameObject); }
void Start() { GameObject enemyMatrixObject = GameObject.FindWithTag("EnemyMatrix"); if (enemyMatrixObject != null) { enemyMatrix = enemyMatrixObject.GetComponent <EnemySpawn> (); } score = 0; UpdateScore(); lives = startingLives; UpdateLives(); }
private void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Bullet") { GameObject.Find("Player").GetComponent <Shooting>().firestate = true; GameObject.Find("UIcontroller").GetComponent <UIcontroller>().scores += score; datalibrary = EnemySpawn.EnemyS; for (int i = 0; i < 5; i++) { for (int k = 0; k < 11; k++) { if (datalibrary.EnemyGroup[i, k] == gameObject) { datalibrary.EnemyGroup[i, k] = null; } } } Destroy(other.gameObject); Destroy(this.gameObject); datalibrary.listcounter--; } if (other.tag == "LeftBound") { EnemySpawn.EnemyS.direction = -1; EnemySpawn.EnemyS.downstate = true; } if (other.tag == "RightBound") { EnemySpawn.EnemyS.direction = 1; EnemySpawn.EnemyS.downstate = true; } if (other.tag == "DownBound") { SceneManager.LoadScene("End"); } if (other.tag == "Player") { SceneManager.LoadScene("End"); } if (other.tag == "Wall") { Destroy(other.gameObject); } //explosion here }
// Use this for initialization void Start() { Player = GameObject.Find ("Player"); velocity = 2.5F; EnemySpawner = GameObject.Find ("EnemySpawner"); es = EnemySpawner.GetComponent<EnemySpawn> (); if (Vector3.Distance (Player.transform.position, transform.position) < 20) { movement = (Player.transform.position - transform.position).normalized; movement.x = movement.x * velocity; movement.y = movement.y * velocity; } //movement = new Vector2 (velocity.x * (Player.transform.position.x - transform.position.x), velocity.y * (Player.transform.position.y - transform.position.y)); }
void AddEnemySpawn(EnemySpawn es) { // insert ordered by spawnTime for(int i = 0; i < enemySpawns.Count; ++i) { EnemySpawn curr = (EnemySpawn)enemySpawns[i]; if (curr.spawnTime > es.spawnTime) { enemySpawns.Insert(i,es); return; } } enemySpawns.Add(es); }
// Use this for initialization void Start () { enemySpawns = new ArrayList(); int enemyType = 1; Vector3 startPos = new Vector3(0.0f,0.0f,0.0f); AddEnemySpawn(new EnemySpawn(3.0f,startPos,new Vector3(-10.0f,10.0f,0.0f),1.5f,1)); AddEnemySpawn(new EnemySpawn(4.0f,startPos,new Vector3(10.0f,10.0f,0.0f),1.5f,1)); AddEnemySpawn(new EnemySpawn(5.0f,startPos,new Vector3(0.0f,10.0f,0.0f),1.5f,1)); // triangle AddEnemySpawn(new EnemySpawn(7.0f,new Vector3(4.0f,-5.0f,0.0f),new Vector3(4.0f,10.0f,0.0f),1f,1)); AddEnemySpawn(new EnemySpawn(7.0f,new Vector3(0.0f,0.0f,0.0f),new Vector3(0.0f,15.0f,0.0f),1f,1)); AddEnemySpawn(new EnemySpawn(7.0f,new Vector3(-4.0f,-5.0f,0.0f),new Vector3(-4.0f,10.0f,0.0f),1f,1)); // 4 bottom right to top left (same start/end, small time offset) float startTime = 10.0f; float timeOffset = 2f; startPos = new Vector3(-8.0f,0.0f,0.0f); Vector3 endPos = new Vector3(3.0f,4.0f,10.0f); AddEnemySpawn(new EnemySpawn(startTime,startPos,endPos,1f,1)); AddEnemySpawn(new EnemySpawn(startTime+timeOffset,startPos,endPos,1f,1)); AddEnemySpawn(new EnemySpawn(startTime+timeOffset*2,startPos,endPos,1f,1)); AddEnemySpawn(new EnemySpawn(startTime+timeOffset*3,startPos,endPos,1f,1)); // 4 bottom right to top left (same start/end, small time offset) startTime = 16.0f; startPos = new Vector3(8.0f,10.0f,0.0f); endPos = new Vector3(-2.0f,0.0f,0.0f); enemyType = 2; AddEnemySpawn(new EnemySpawn(startTime,startPos,endPos,1f,enemyType)); AddEnemySpawn(new EnemySpawn(startTime+timeOffset,startPos,endPos,1f,enemyType)); AddEnemySpawn(new EnemySpawn(startTime+timeOffset*2,startPos,endPos,1f,enemyType)); AddEnemySpawn(new EnemySpawn(startTime+timeOffset*3,startPos,endPos,1f,enemyType)); startTime = 24.0f; startPos = new Vector3(10.0f,5.0f,0.0f); endPos = new Vector3(-10.0f,5.0f,0.0f); enemyType = 3; AddEnemySpawn(new EnemySpawn(startTime,startPos,endPos,1f,enemyType)); AddEnemySpawn(new EnemySpawn(startTime+timeOffset,startPos,endPos,1f,enemyType)); AddEnemySpawn(new EnemySpawn(startTime+timeOffset*2,startPos,endPos,1f,enemyType)); AddEnemySpawn(new EnemySpawn(startTime+timeOffset*3,startPos,endPos,1f,enemyType)); currEnemyIdx = 0; print("length "+enemySpawns.Count); currEnemy = (EnemySpawn)enemySpawns[currEnemyIdx]; }
public IEnumerator Spawn(EnemySpawn Spawn) { GameObject EnemyObject = Instantiate(Spawn.Prefab, Spawn.MovePath[0].position, Spawn.MovePath[0].rotation) as GameObject; EnemyHandler Enemy = EnemyObject.GetComponent<EnemyHandler>(); Master.Enemies.Add(Enemy); for(int i = 1; i < Spawn.MovePath.Length - 1; i++){ yield return StartCoroutine( MovementCoroutines.MoveLerpWithRotaTo( EnemyObject, Spawn.MovePath[i].position, Spawn.MovePath[i].rotation, Spawn.LerpTime ) ); } Enemy.IsQueuedForDestruct = true; }
public void Start() { SpawnEnemys(1); Instance = this; }
void Awake() { instance = this; }
public void StartMoving(PathNode node, CameraRotation camera, EnemySpawn spawner) { this.spawner = spawner; this.camera = camera; mStartMoving = true; mNode = node; }
public void addEnemySpawn(EnemySpawn s) { enemySpawns.Add(s); }
//初始化敌人 public void Init(EnemySpawn spawn) { m_spawn = spawn; //该敌人的出生点增加计数 m_spawn.m_enemyCount++; }
void Awake(){ _instance = this; GameObject startPoint = GameObject.Find ("StartPoint"); enemySpawn = new EnemySpawn (); }
public void Init(EnemySpawn spawn) { m_spawn = spawn; // 计算敌人数量 m_spawn.m_nEnemyCount++; }
public void init(EnemySpawn spawn) { m_spawn = spawn; m_spawn.m_enemyCount++; }
private static EnemySpawn parseEnemySpawn(XMLNode node, World world) { EnemySpawn result = new EnemySpawn(new Vector2(float.Parse(node.attributes["x"]) + 8f, -(float.Parse(node.attributes["y"]) - 8f))); return result; }
List<EventFlag> GetFlags(String file) { List<EventFlag> FlagList = new List<EventFlag>(); ArrayList elemType = new ArrayList(); ArrayList elemText = new ArrayList(); GetTextForFlags(file, out elemType, out elemText); EventFlag flag = null; GameEvent g_event = null; for (int i = 0; i < elemType.Count; ++i) { if((string)elemType[i] == "flag") { if (flag != null) FlagList.Add(flag); flag = new EventFlag(); flag.Corners = GetCorners((string)elemText[i]); } else if ((string)elemType[i] == "event") { g_event = new GameEvent(); if ((string)elemText[i] == "PUT_ENEMY") { g_event.EventType = GameEvent.GameEventType.PUT_ENEMY; EnemySpawn spawn = new EnemySpawn(); spawn.Position = GetVector3At((string)elemText[i + 1]); string model = (string)elemText[i + 2]; string scale = (string)elemText[i + 3]; spawn.EnemyStats.Add("Model", model); spawn.EnemyStats.Add("Scale", scale); g_event.SpawnPoint = spawn; } flag.Events.Add(g_event); } } if (flag != null) FlagList.Add(flag); return FlagList; }
// Update is called once per frame void Update () { while (Time.timeSinceLevelLoad > currEnemy.spawnTime+loopOffset) { print("spawning enemy "+currEnemyIdx+" at time "+currEnemy.spawnTime); GameObject enemyType; switch(currEnemy.enemyType) { case 1: enemyType = EnemyType1; break; case 2: enemyType = EnemyType2; break; case 3: default: enemyType = EnemyType3; break; } GameObject clone = (GameObject)Instantiate(enemyType,currEnemy.spawnPos,Quaternion.identity); clone.transform.parent = this.transform; EnemyType1 script = (EnemyType1)clone.GetComponent("EnemyType1"); script.SetParams(transform.position+currEnemy.spawnPos, transform.position+currEnemy.endPos, currEnemy.speed); EnemyShoot script2 = (EnemyShoot)clone.GetComponent("EnemyShoot"); script2.target = PlayerTarget; currEnemyIdx = (currEnemyIdx+1)%enemySpawns.Count; currEnemy = (EnemySpawn)enemySpawns[currEnemyIdx]; if (currEnemyIdx==0) { loopOffset = Time.timeSinceLevelLoad+5; print("restarting spawn loop"); } } }
public virtual void IncreaseDifficulty() { if (difficulty == maxLevel) { return; } enemyspawner = GameObject.Find ("EnemySpawner"); es = enemyspawner.GetComponent<EnemySpawn> (); difficulty++; es.difficulty = difficulty; if (difficulty == maxLevel) { Vector3 newLoc = new Vector3(player.transform.position.x + Random.Range (-30, 30), player.transform.position.y + Random.Range (-30, 30)); int i = 0; while (blocks[Mathf.CeilToInt (newLoc.x / worldScale - 1), Mathf.CeilToInt (newLoc.y / worldScale)] == (byte)TileCodes.Lava){ newLoc = new Vector3(player.transform.position.x + Random.Range (-30, 30), player.transform.position.y + Random.Range (-30, 30)); i++; if(i > 5) break; } GameObject endgame = Instantiate (endgameobj, newLoc, new Quaternion(0,0,0,0)) as GameObject; Debug.Log ("Endgame object spawned!"); } //Added the next two lines to reduce lag - Kyle //ClearWater (); //DespawnOldResources (); if(mesh!= null) mesh.Clear (); Start (); //blocks = null; GameObject.Find("HazardController").GetComponent<HazardControlScript>().SetDifficulty(); player.GetComponent<OverlayParticleScript>().SetDifficulty(); }