// Start is called before the first frame update public override void StartWeapon(bool EnemyWeapon_in = false, EnemyTemplateMaster ETM_in = null, HumanoidWeaponExpertise humanoidWeaponExpertise = HumanoidWeaponExpertise.Adept) { base.StartWeapon(EnemyWeapon_in, ETM_in, humanoidWeaponExpertise); Debug.Log("THIS IS INCOMPLETE, CONNECT IT TO FULLAUTO"); CanAttack = true; TimeToAttackReduction = 0f; }
public void UpdateKillCounts(EnemyTemplateMaster etm, Vector2 loc) { for (int i = 0; i < enemyNeeded.Length; i++) { if (enemyNeededSpecs[i].Return_EnemyTypeName() == etm.Return_EnemyTypeName()) { bool conditionsMet = false; if (LocationRequired) { Vector2 LocTemp = (CenterPoint.Count == NumberOfTasks) ? CenterPoint[i] : new Vector2(ExactLocation[i].position.x, ExactLocation[i].position.z); float dist = Mathf.Sqrt(Mathf.Pow(LocTemp.x - loc.x, 2f) + Mathf.Pow(LocTemp.y - loc.y, 2f)); if (dist < Radius[i]) { conditionsMet = true; } } else { conditionsMet = true; } if (conditionsMet && currentKills[i] < enemyNumbers[i]) { currentKills[i] += 1; if (currentKills[i] == enemyNumbers[i]) { TaskCompletion_Self(i); } } } } }
public override void StartWeapon(bool EnemyWeapon_in = false, EnemyTemplateMaster ETM_in = null, HumanoidWeaponExpertise humanoidWeaponExpertise = HumanoidWeaponExpertise.Adept) { base.StartWeapon(EnemyWeapon_in, ETM_in, humanoidWeaponExpertise); if (!EnemyWeapon_in) { MC = player.GetComponentInChildren <MeleeContact>(); energy = player.GetComponentInChildren <Energy>(); } }
public void CheckGenericKillObjectives(GameObject enemy, Vector2 enemyLoc) { EnemyTemplateMaster enemyStats = enemy.GetComponent <EnemyTemplateMaster>(); for (int i = ActiveQuests.Count - 1; i >= 0; i--) //A quest could be completed { QuestObjective TempActiveObj = ActiveQuests[i].GetComponent <QuestTemplate>().returnActiveObjective(); if (TempActiveObj.ReturnType() == ObjectiveType.GenericKill) { ((GenericKillObjective)TempActiveObj).UpdateKillCounts(enemyStats, enemyLoc); } } }
public override void StartWeapon(bool EnemyWeapon_in = false, EnemyTemplateMaster ETM_in = null, HumanoidWeaponExpertise humanoidWeaponExpertise = HumanoidWeaponExpertise.Adept) { base.StartWeapon(EnemyWeapon_in, ETM_in, humanoidWeaponExpertise); EnemyWeapon = EnemyWeapon_in; Started = true; if (EnemyWeapon_in) { projectileParent = GameObject.Find("EnemyProjectiles").transform; } else { ammoDisplay = GameObject.Find("AmmoDisplay").GetComponent <AmmoDisplay>(); currentAmmoCount = ammoCapacity; projectileParent = GameObject.Find("PlayerProjectiles").transform; } }
public virtual void StartWeapon(bool EnemyWeapon_in = false, EnemyTemplateMaster ETM_in = null, HumanoidWeaponExpertise humanoidWeaponExpertise = HumanoidWeaponExpertise.Adept) { EnemyWeapon = EnemyWeapon_in; player = GameObject.Find("Player").transform; if (EnemyWeapon_in) { FL = GameObject.Find("NPCs").GetComponent <FactionLogic>(); ETM = ETM_in; WeaponExpertise = humanoidWeaponExpertise; enemyAnimationUpdater = GetComponentInParent <EnemyAnimationUpdater>(); enemyWeaponController = GetComponentInParent <EnemyWeaponController>(); } else { playMove = player.GetComponentInChildren <PlayerMovement>(); animationUpdater = player.GetComponentInChildren <PlayerAnimationUpdater>(); energy = player.GetComponent <Energy>(); stats = player.GetComponent <PlayerStats>(); } }
private void FixedUpdate() { enemies_nearby = false; int potential_enemies_in_range = TriggerList.Count; //Includes recently dead enemies for (int i = potential_enemies_in_range - 1; i >= 0; i--) { Collider col = TriggerList[i]; if (!col || col.tag != "BasicEnemy") { TriggerList.Remove(col); } else { EnemyTemplateMaster ETM = col.GetComponentInParent <EnemyTemplateMaster>(); if (FL.ReturnIsEnemyCustomPlayer(ETM.Return_FactionEnum(), ETM.Return_customReputation())) { enemies_nearby = true; } } } }
////////////////////////////////////////////////////// protected virtual void Start() { EnemyProjectiles = GameObject.Find("EnemyProjectiles").transform; ETM = GetComponentInParent <EnemyTemplateMaster>(); FL = GameObject.Find("NPCs").GetComponent <FactionLogic>(); }
protected virtual void Start() { HM = GetComponentInParent <HumanoidMaster>(); ETM = GetComponentInParent <EnemyTemplateMaster>(); FL = GameObject.Find("NPCs").GetComponent <FactionLogic>(); }
public void EnemySetup(FactionLogic FL_in, EnemyTemplateMaster ETM_in) { enemy_strike = true; FL = FL_in; ETM = ETM_in; }