コード例 #1
0
    private void Start()
    {
        enemy2           = GetComponent <PlaneEnemy>();
        enemy2.LifeEnemy = 200;

        animBigExplodeEnemy = GetComponent <Animator>();
        animMoveEnemy2Left  = GetComponent <Animator>();
        animMoveEnemy2Right = GetComponent <Animator>();
        animMoveEnemy2Down  = GetComponent <Animator>();

        stEnemy         = StatusEnemy.normal;
        shotThrowEnemy2 = true;

        //move
        if (GameManager.instance.gameStatus == GameStatus.Start)
        {
            StartCoroutine(Shot());
        }

        // define direções de movimento do inimigo
        rand = Random.Range(-1, 1);
        if (rand == 0)
        {
            rand = 1;
        }
        rand = rand / 100;

        targetUpEnemy2   = GameObject.Find("TargetUpEnemy2").GetComponent <Transform>();
        targetDownEnemy2 = GameObject.Find("TargetDownEnemy2").GetComponent <Transform>();

        // variavel que vai indicar se o avião vai estar baixo ou alto
        movePos = -1;

        Anim();
    }
コード例 #2
0
 void Start()
 {
     enemy3           = GetComponent <PlaneEnemy>();
     enemy3.LifeEnemy = 3;
     step             = -0.011f;
     stEnemy          = StatusEnemy.normal;
     // define um valor para o momento em que o inimigo vai atirar ele tb pode atirar qnd chegar próximo do player
     rand = Random.Range(-2, 4);
 }
コード例 #3
0
 private void Start()
 {
     moveEnemy1       = GetComponent <Animator>();
     posEnemy         = GetComponent <Transform>();
     step             = -0.01f;
     stEnemy          = StatusEnemy.normal;
     enemy1           = GetComponent <PlaneEnemy>();
     enemy1.LifeEnemy = 3;
     rand             = Random.Range(0, 2);
 }
コード例 #4
0
 void Start()
 {
     enemy5           = GetComponent <PlaneEnemy>();
     enemy5.LifeEnemy = 100;
     feedbackDano     = GetComponent <Animator>();
     step             = 0.01f;
     stEnemy          = StatusEnemy.normal;
     tagLeft          = GameObject.Find("TagLeft").GetComponent <Transform>();
     tagRight         = GameObject.Find("TagRight").GetComponent <Transform>();
 }
コード例 #5
0
 void Life()
 {
     if (enemy2.LifeEnemy <= 0 && stEnemy == StatusEnemy.normal)
     {
         stEnemy = StatusEnemy.dead;
         PlanePlayer.instance.scorePlayer += 200;
         GameObject explosion = Instantiate(explosionDano, transform.position, Quaternion.identity) as GameObject;
         DropItem();
         this.gameObject.layer = 12;
         Destroy(gameObject);
     }
 }
コード例 #6
0
ファイル: GuiInfoEnemy.cs プロジェクト: Str4tos/StrWorldGame
 void Update()
 {
     if (enemyHealthScript != null)
     {
         hpBar_slider.fillAmount = enemyHealthScript.Health / enemyHealthScript.MaxHealth;
         if (enemyHealthScript.IsDead)
         {
             enemyHPpanel.SetActive(false);
             enemyHealthScript = null;
         }
     }
 }
コード例 #7
0
    void  OnCollisionEnter(Collision collision)
    {
        GameObject other = collision.gameObject;

        if (other.layer == 9)
        {
            StatusEnemy enemy = other.GetComponent <StatusEnemy> ();
            enemy.EnemyHP -= 2;
        }
        else
        {
            Destroy(other);
        }
    }
コード例 #8
0
ファイル: BulletMole.cs プロジェクト: YuusukeMole/BuildTest
    void OnCollisionEnter(Collision collision)
    {
        var other = collision.gameObject;

        if (other.layer == 8)
        {
            Destroy(other.gameObject);
        }
        else if (other.layer == 9)
        {
            StatusEnemy enemy = other.GetComponent <StatusEnemy> ();
            enemy.EnemyHP -= 1;
        }
        Destroy(this.gameObject);
    }
コード例 #9
0
ファイル: MovementEnemy.cs プロジェクト: Str4tos/StrWorldGame
    //private bool customDestRangedSet = false;
    //private string currentAiState = "none";

    // Use this for initialization
    void Start()
    {
        //spellCastPoint = transform.FindChild ("SpellCastPoint").gameObject;
        _Animator      = gameObject.GetComponent <Animator> ();
        _NavMeshAgent  = gameObject.GetComponent <UnityEngine.AI.NavMeshAgent> ();
        _StatusEnemy   = gameObject.GetComponent <StatusEnemy> ();
        _SpawningEnemy = transform.parent.GetComponent <SpawningEnemy> ();
        //_NavMeshAgent.updateRotation = false;
        //_NavMeshAgent.updatePosition = false;
        _NavMeshAgent.stoppingDistance = attackRange * 0.8f;
        //distanceToKeep = _StatusEnemy.fireCastRange - eAgent.stoppingDistance;
        //outOfMeleeRange = ms.psSkills.meleeRange;

//		stoppingDistance = _StatusEnemy.rangeAttack;
//		maskCombinedEnemySight = layerPlayer | layerObstacles | layerInteractiveObject;
    }
コード例 #10
0
ファイル: GuiInfoEnemy.cs プロジェクト: Str4tos/StrWorldGame
    // # this function is called when a cursor is over an enemy by MouseOverEnemy. It gets the information on the enemy and sets variables based on that.
    public void GetTargetEnemy(GameObject receivedEnemy)
    {
        enemy               = receivedEnemy;
        enemyHealthScript   = enemy.GetComponent <StatusEnemy>();
        enemyName           = enemyHealthScript.personalName;
        textMods_text.text  = enemyName;
        textMods_text.color = Color.white;
//        if (enemyHealthScript.monsterModsDefinition == aRPG_EnemyStats.modsDefinition.Rare)
//        {
//            textMods_text.color = Color.yellow;
//        }
//        if (enemyHealthScript.monsterModsDefinition == aRPG_EnemyStats.modsDefinition.Champion)
//        {
//            textMods_text.color = Color.cyan;
//        }
    }
コード例 #11
0
 void Anim()
 {
     if (movePos == 1)
     {
         stEnemy = StatusEnemy.low;
         animMoveEnemy2Down.Play("MoveEnemy2Down");
         this.gameObject.layer = 13;
         checkDown             = true;
         StartCoroutine(MoveDownUp());
     }
     if (movePos == -1)
     {
         stEnemy = StatusEnemy.normal;
         animMoveEnemy2Down.Play("MoveEnemy2Up");
         this.gameObject.layer = 11;
         checkLeft             = true;
         StartCoroutine(Shot());
         StartCoroutine(MoveDownUp());
     }
 }
コード例 #12
0
ファイル: CreateStatus.cs プロジェクト: SyouChiga/RPG_Game
            private void CreateCharacterStatus(BaseStatus.Character _character)
            {
                BaseStatus status;

                switch (_character)
                {
                case BaseStatus.Character.Player:
                    status = new StatusPlayer();
                    status.SetStatus(hp_, mp_, attack_, speed_, name_, startLevel_, ID_);
                    BaseStatus.CreateStatusObject <StatusPlayer>(status);
                    break;

                case BaseStatus.Character.Enemy:
                    status = new StatusEnemy();
                    status.SetStatus(hp_, mp_, attack_, speed_, name_, startLevel_, ID_);
                    BaseStatus.CreateStatusObject <StatusEnemy>(status);
                    break;

                default:
                    status = new BaseStatus();
                    break;
                }
            }
コード例 #13
0
 void Start()
 {
     statusenemy = GetComponent <StatusEnemy> ();
 }
コード例 #14
0
ファイル: SightEnemy.cs プロジェクト: Str4tos/StrWorldGame
    //private StatusPlayer _StatusPlayer;

    // Use this for initialization
    void Start()
    {
        _SphereCollider   = gameObject.GetComponent <SphereCollider>();
        sphCollBaseRadius = _SphereCollider.radius;
        _StatusEnemy      = transform.parent.GetComponent <StatusEnemy> ();
    }