private void Awake() { navMeshAgent = GetComponent <NavMeshAgent>(); enemySight = GetComponent <EnemySight>(); enemyWalk = GetComponent <EnemyWalk>(); animator = spriteObject.GetComponent <Animator>(); }
// Use this for initialization protected override void Start() { base.Start(); head = GetComponent<EnemyHead>(); body = this.transform.FindChild("Body"); enemyWalk = GetComponent<EnemyWalk>(); animator = GetComponent<Animator>(); rigidBody = GetComponent<Rigidbody>(); arenaLevel = (ArenaLevel)GameControl.control.level; //Load a blaster as our weapon GameObject turretCannon = GameControl.Spawn(Spawnable.Type.WEAPON_TURRET_CANNON, gameObject.transform.position, gameObject.transform.rotation); turretCannon.transform.parent = body; turretCannon.transform.localPosition = new Vector3(0f, 1f, 0f); weapon = turretCannon.GetComponent<Weapon>(); turretCannon.GetComponent<TurretCannon>().waypointCollection = enemyWalk.waypointCollection; //Set our initial state to wander setCurrentState((int)State.WANDER); head.state = EnemyHead.State.IDLE; enemyWalk.state = EnemyWalk.State.IDLE; //Set our head to search List<GameObject> heroList = GameControl.control.level.GetHeroList(); head.SearchForTargets(heroList); }
// Start is called before the first frame update void Start() { navMeshAgent = GetComponent <UnityEngine.AI.NavMeshAgent>(); enemySight = GetComponent <EnemySight>(); enemyWalk = GetComponent <EnemyWalk>(); enemyState = GetComponent <EnemyState>(); animator = spriteObject.GetComponent <Animator>(); }
// Use this for initialization void Start () { if (patrollEnemy) { patrollScript = EnemyObject.GetComponent<EnemyPatroll>(); } if (walkEnemy) { walkScript = EnemyObject.GetComponent<EnemyWalk>(); } }
private void InitStateMachine() { m_StateMachine = new StateMachine <Enemy>(); enemyDie = new EnemyDie(m_StateMachine); enemyFall = new EnemyFall(m_StateMachine); enemyFlee = new EnemyFlee(m_StateMachine); enemyIdle = new EnemyIdle(m_StateMachine); enemyJumping = new EnemyJumping(m_StateMachine); enemyWalk = new EnemyWalk(m_StateMachine); }
void OnTriggerEnter2D(Collider2D theColl){ if (theColl.gameObject.layer == LayerMask.NameToLayer("Ground") || theColl.gameObject.layer == LayerMask.NameToLayer("GrundNoPlayer")) { if (patrollEnemy) { patrollScript.setIsGrounded(true); } if (walkEnemy) { walkScript = EnemyObject.GetComponent<EnemyWalk>(); } } }
// Use this for initialization protected override void Start() { base.Start(); head = GetComponent<EnemyHead>(); body = this.transform.FindChild("Body"); rigidBody = GetComponent<Rigidbody>(); enemyWalk = GetComponent<EnemyWalk>(); animator = GetComponent<Animator>(); //Load a blaster as our weapon GameObject blasterWeapon = GameControl.Spawn(Spawnable.Type.WEAPON_BLASTER, gameObject.transform.position, gameObject.transform.rotation); blasterWeapon.transform.parent = body; weapon = blasterWeapon.GetComponent<Weapon>(); weapon.weaponFireMode = 0; //Set our head to search List<GameObject> heroList = GameControl.control.level.GetHeroList(); head.SearchForTargets(heroList); }
private void OnCollisionEnter2D(Collision2D col) { Debug.Log(col); if (col.transform.tag == Constants.Tags.Rocks) { if (col.transform.GetComponent <BombRock>() != null) { col.transform.GetComponent <BombRock>().Explode(); } else { Destroy(col.gameObject); Destroy(gameObject); } } if (col.transform.tag == Constants.Tags.Enemy) { EnemyWalk temp = col.gameObject.GetComponent <EnemyWalk>(); temp.hit(10); } }
private void Awake() { Initial(); fsmManager = new FSMManager((int)Data.AnimationCount.Max); animator = transform.GetComponent <Animator>(); control = transform.GetComponent <CharacterController>(); control.center = new Vector3(0, 1, 0); control.height = 2; control.radius = 0.23f; EnemyIdel enemyIdel = new EnemyIdel(animator); fsmManager.AddState(enemyIdel); EnemyWalk enemyWalk = new EnemyWalk(animator); fsmManager.AddState(enemyWalk); EnemyRun enemyRun = new EnemyRun(animator); fsmManager.AddState(enemyRun); EnemyAttack enemyAttack = new EnemyAttack(animator); fsmManager.AddState(enemyAttack); }