private void Awake() { m_PublicEnemy = Instantiate(m_Enemy); m_navmeshagent = gameObject.AddComponent <NavMeshAgent>(); m_navmeshagent.speed = m_PublicEnemy.m_Speed; m_navmeshagent.acceleration = m_PublicEnemy.m_AccelerationSpeed; gameObject.name = m_PublicEnemy.name; }
// Start is called before the first frame update void Start() { DefendDefense = 0; EnemyDefendDefense = 0; EnemyBarFill = EnemyHealthBar.GetComponent <Image>(); PlayerBarFill = PlayerHealthBar.GetComponent <Image>(); EnemySignatureCharges = Random.Range(1, 2); State = States.Idle; PlayerTurn = true; playerDefense = PlayerPrefs.GetFloat("_Defense"); Abilities[0] = PlayerPrefs.GetInt("Ability_1"); Abilities[1] = PlayerPrefs.GetInt("Ability_2"); Abilities[2] = PlayerPrefs.GetInt("Ability_3"); Abilities[3] = PlayerPrefs.GetInt("Ability_4"); if (Abilities[1] == 0) { Abilities[1] = 1; } if (Abilities[2] == 0) { Abilities[2] = 2; } if (Abilities[3] == 0) { Abilities[3] = 3; } PlayerAbilities[0] = AbilityList.Abilities[Abilities[0]]; PlayerAbilities[1] = AbilityList.Abilities[Abilities[1]]; PlayerAbilities[2] = AbilityList.Abilities[Abilities[2]]; PlayerAbilities[3] = AbilityList.Abilities[Abilities[3]]; _Ability1.GetComponentInChildren <TextMeshProUGUI>().text = PlayerAbilities[0].ButtonText; _Ability1.GetComponentInChildren <TextMeshProUGUI>().color = PlayerAbilities[0].ButtonTextColor; _Ability2.GetComponentInChildren <TextMeshProUGUI>().text = PlayerAbilities[1].ButtonText; _Ability2.GetComponentInChildren <TextMeshProUGUI>().color = PlayerAbilities[1].ButtonTextColor; _Ability3.GetComponentInChildren <TextMeshProUGUI>().text = PlayerAbilities[2].ButtonText; _Ability3.GetComponentInChildren <TextMeshProUGUI>().color = PlayerAbilities[2].ButtonTextColor; _Ability4.GetComponentInChildren <TextMeshProUGUI>().text = PlayerAbilities[3].ButtonText; _Ability4.GetComponentInChildren <TextMeshProUGUI>().color = PlayerAbilities[3].ButtonTextColor; int i = Random.Range(0, EnemyList.EnemyList.Length); StartingEnemy = EnemyList.EnemyList[i]; EnemyTitle.GetComponent <TextMeshProUGUI>().text = StartingEnemy.Name; EnemyTitle.GetComponent <TextMeshProUGUI>().color = StartingEnemy.NameColor; _Enemy.GetComponent <Animator>().runtimeAnimatorController = StartingEnemy.DefaultAnimation; DefaultEnemyAnimation = StartingEnemy.DefaultAnimation; EnemyAbilities[0] = StartingEnemy.BasicAttack; EnemyAbilities[1] = StartingEnemy.DefenseAbility; EnemyAbilities[2] = StartingEnemy.UtilityAbility; EnemyAbilities[3] = StartingEnemy.SignatureAbility; }
public ModelEnemy(ScriptableEnemy enemyTemp) { enemyObject = enemyTemp; currentHealth = enemyObject.maxHealth; }
public virtual void GetModel(ScriptableEnemy enemyTemp) { model = new ModelEnemy(enemyTemp); }
public ControllerEnemy(ScriptableEnemy enemyTemp) { GetModel(enemyTemp); GetView(); }
private void OnEnable() { StartCoroutine(INewDirection()); //Starts Moving Around m_Enemy = Instantiate(m_EnemyStats); // Instantiate a new Stats so it doesn't edit the static old stats. }
private Vector2 m_Waypoint; // Waypoint This Target is moving towards. #endregion private void Awake() { m_Enemy = Instantiate(m_EnemyStats); }