// Update is called once per frame void Update() { chcount = chcount + 1; if (chcount >= checkdistevery) { if (Player) { //GET DISTANCE float dist = Vector3.Distance(transform.position, Player.transform.position); //GET AI COMPONENT FreeAI AI = (FreeAI)GetComponent("FreeAI"); //WHEN DISTANCE BECOMES LESS THE ACTIVATE DISTANCE if (dist <= DistanceToActivateAI) { if (AI.enabled) { } else { AI.enabled = true; } if (GetComponent <Rigidbody>().isKinematic) { GetComponent <Rigidbody>().isKinematic = false; } } else { if (GetComponent <Rigidbody>().isKinematic) { } else { GetComponent <Rigidbody>().isKinematic = true; } if (AI.enabled) { AI.enabled = false; } if (PlayIdleAnimationWhenDeactive) { if (AI.IsDead) { } else { if (AI.IdleAnimation) { AI.AICharacter.GetComponent <Animation>().CrossFade(idle.name, 0.12f); } } } } } chcount = 0; } }
// Update is called once per frame void Update() { //Matts version of melee damage (missing parts) /*onCollisionEnter(Collider "MeleeCollide"){ * if("MeleeCollide" == type && mousePressed(1) || mousePressed(2){ * CurrentHealth = CurrentHealth - Random.Range(0,5); * }*/ //IF INVINCIBLE, HE CANNOT DIE.. if (Invincible) { CurrentHealth = MaxHealth; } else if (CurrentHealth <= 0) { CurrentHealth = 0; Dead = true; } //MAX HEALTH if (CurrentHealth >= MaxHealth) { CurrentHealth = MaxHealth; } //WHEN DEATH IS UPON HIM if (Dead) { //TELL THE AI SCRIPT HE IS DEAD FreeAI AI = (FreeAI)GetComponent("FreeAI"); if (AI) { if (AI.IsDead) { } else { AI.IsDead = true; } } } }
// Update is called once per frame void Update() { //IF INVINCIBLE, HE CANNOT DIE.. if (Invincible) { CurrentHealth = MaxHealth; } else { if (CurrentHealth <= 0) { CurrentHealth = 0; Dead = true; } //MAX HEALTH if (CurrentHealth >= MaxHealth) { CurrentHealth = MaxHealth; } //WHEN DEATH IS UPON HIM if (Dead) { //TELL THE AI SCRIPT HE IS DEAD FreeAI AI = (FreeAI)GetComponent("FreeAI"); if (AI) { if (AI.IsDead) { } else { AI.IsDead = true; } } } } }
// Use this for initialization void Start() { FreeAI AI = (FreeAI)GetComponent("FreeAI"); idle = AI.IdleAnimation; }
void OnGUI() { if (currentTarget != null) { if (currentTarget.gameObject.tag == "NPC") { string stringToShow = currentTarget.gameObject.name.ToString(); GUI.Box(new Rect(200, 30, 150, 25), "Target: " + stringToShow); } if (currentTarget.gameObject.tag == "Player") { PhotonView _otherPlayer = currentTarget.GetComponent <PhotonView> (); string _otherPlayersName = _otherPlayer.owner.name.ToString(); GUI.Box(new Rect(200, 30, 150, 25), "Target: " + _otherPlayersName); } if (currentTarget.gameObject.tag == "Enemy") { FreeAI _theAI = currentTarget.GetComponent <FreeAI> (); string _enemyName = _theAI.EnemysName; GUI.Box(new Rect(200, 30, 150, 25), "Target: " + _enemyName); } _targetRange = Mathf.Round(_targetRange * 100.0f) / 100.0f; if (_targetRange < 0) { _targetRange = _targetRange * -1; } GUI.Box(new Rect(200, 60, 150, 25), "Range: " + _targetRange); } //GUI.Box(new Rect(1, 60, 150, 25), "Health: " + _PlayerHealth); GUI.Box(new Rect(1, 30, 120, 25), photonView.owner.name); GUI.Box(new Rect(10, 60, 100, 25), "Health: " + _healthScript.health); GUI.Box(new Rect(10, 90, 100, 25), "Bullets: " + _bullets); GUI.Box(new Rect(10, 120, 100, 25), "Stamina: " + _stamina); if (GUI.Button(new Rect((Screen.width / 2) - 55, (Screen.height - 55), 50, 50), "1 \n" + _buttonOne_label + "\n " + spell_1_cd)) { Spell(1); } if (GUI.Button(new Rect((Screen.width / 2), (Screen.height - 55), 50, 50), "2 \n" + _buttonTwo_label + "\n " + spell_2_cd)) { Spell(2); } if (GUI.Button(new Rect((Screen.width / 2) + 55, (Screen.height - 55), 50, 50), "3 \n" + _buttonThree_label + "\n " + spell_3_cd)) { Spell(3); } if (_healthScript.health <= 0) { GUI.Box(new Rect(Screen.width / 2, Screen.height / 2, 120, 25), "You Died"); if (GUI.Button(new Rect((Screen.width / 2), (Screen.height / 2) + 50, 120, 25), "Re Spawn?")) { photonView.RPC("reSpawn", PhotonTargets.AllBuffered); } } }