public void AfterEnemyAttacks(IEnemyAttack state) { if (!state.IsAttacking) return; state.AddEffect(this); }
private void Awake() { _agent = GetComponent <NavMeshAgent>(); _thisEnemy = GetComponent <Enemy>(); _playerController = FindObjectOfType <PlayerController>(); _enemyAttack = GetComponent <IEnemyAttack>(); }
private void Start() { PathFinding = GetComponent <IPathFinding>(); EnemyAttack = GetComponent <IEnemyAttack>(); Player = FindObjectOfType <PlayerController>(); LevelRules.Instance.AddEnemy(); }
void Awake() { enemyManager = EnemyManager.Instance; rigidbody = GetComponent <Rigidbody2D>(); enemyAttack = GetComponent <IEnemyAttack>(); state = State.MovingToGrid; }
public void AfterEnemyAttacks(IEnemyAttack state) { if (!state.IsAttacking) { return; } state.AddEffect(this); }
private void Awake() { enemyAnimation = GetComponentInChildren <EnemyAnimation>(); deathEvents = GetComponentsInChildren <IDeathEvent>().ToList(); enemyGraphics = GetComponent <IEnemyGraphicUpdater>(); enemyAttack = GetComponent <IEnemyAttack>(); enemyMove = GetComponent <IEnemyMove>(); moveToTarget = GetComponent <MoveToTarget>(); StartingColumn = Mathf.RoundToInt(transform.position.x); }
internal void EnemyAttack(IEnemyAttack move) { Console.WriteLine($"{GetType().Name} - EnemyAttack - {TurnSystem.Active} - {move} on {Heroes.First()}"); var sequence = ActionCommandCenter.FetchSequence(); move.Execute(TurnSystem.Active, Heroes.First(), sequence, () => { Console.WriteLine($"{GetType().Name} - move Execute "); TurnSystem.End(); TurnSystem.ExcuteTurn(); Console.WriteLine($"EnemyAttack - End"); }); }
private void Start() { // Search for the script that inherit from IEnemyAttack to attack enemyAttack = GetComponent <IEnemyAttack>(); rb = GetComponent <Rigidbody>(); playerHealth = player.GetComponent <PlayerHealth>(); enemyHealth = GetComponent <EnemyHealth>(); // Set the reference of NavMeshAgent agent = GetComponent <NavMeshAgent>(); agent.updateRotation = false; character = GetComponent <ThirdPersonCharacter>(); // Set destination so the enemy can move there }
// Initialize the variables private void Awake() { playerHealth = GameObject.FindGameObjectWithTag(Tags.player).GetComponent <PlayerHealth>(); enemyAttack = GetComponentInParent <IEnemyAttack>(); }
public Opponent(IEnemyAttack attack) { enemyAttack = attack; }
public void DuringCharactersDefend(IEnemyAttack state) { }
public void DuringEnemyAttacks(IEnemyAttack state) { state.AddEffect(this); }
public ChargeAtPlayer(EnemyBehaviour behaviour, NavMeshAgent agent, Transform player, IEnemyAttack chargingAttack) : base(behaviour, agent, EnemyBehaviour.MoveState.Running, player) { this.chargingAttack = chargingAttack; }
public ToggleAttack(IEnemyAttack attack) { this.attack = attack; }
public Enemy(IEnemyAttack EnemyAttack) { this.EnemyAttack = EnemyAttack; }