private void handleZombieAttack() { Zombie zombie = (Zombie)CurrentPlayer; // Get the human to attack Human human = zombie.getHumanToAttack(); if (human != null) { ZombieAttack zombieAttack = zombie.getCombatAttack(this.combatSystem); zombieAttack.TargetGameEntity = human; zombieAttack.AttackerGameEntity = zombie; MyBoard.MyCombatAttack = zombieAttack; actionIsTriggered = true; } if (actionIsTriggered) { actionHasFinished = false; // Initialize or reinitialize MyBoard.MyCombatAttack.Initialize(); // Subtract the weapon range from the player's action points CurrentPlayer.subtractActionPointsBy(1); } }
new void Awake() { base.Awake(); animator = transform.FindChild("zombie").GetComponent <Animator>(); attack = GetComponent <ZombieAttack>(); attack.enabled = false; }
void Start() { zombie = GetComponent <Zombie>(); zombieHealth = GetComponent <ZombieHealth>(); zombieRigidBody = GetComponent <Rigidbody2D>(); zombieAttack = GetComponent <ZombieAttack>(); playerPosition = GetComponent <PlayerPosition>(); RandomJump(); }
public ZombieAttack getCombatAttack(CombatSystem combatSystem) { if (zombieAttack == null) { zombieAttack = new ZombieAttack(lhg, combatSystem); } return(zombieAttack); }
void Start() { deadCheck = (EnemyHealthScript)gameObject.GetComponent("EnemyHealthScript"); isDead = deadCheck.isDead; GameObject go = GameObject.FindGameObjectWithTag("Player"); target = go.transform; weaponTransform = transform.Find("attackBox"); script = GetComponent <ZombieAttack> (); }
protected void Die() { ZombieMove move = GetComponent <ZombieMove>(); ZombieAttack atk = GetComponent <ZombieAttack>(); GameModel.GetInstance().zombieList[move.Row].Remove(gameObject); move.enabled = false; atk.enabled = false; Destroy(gameObject, 3.0f); }
// Update is called once per frame void Update() { if (attackCooldown > 0f) { attackCooldown -= Time.deltaTime; } if (target == null) { target = gameManager.GetNearestZombie(transform.position); if (target) { targetController = target.GetComponent <ZombieAttack>(); } StopShooting(); } else if (Vector3.Distance(target.transform.position, transform.position) > attackRange) { navAgent.SetDestination(target.transform.position); } else { if (navAgent.hasPath) { navAgent.ResetPath(); } transform.LookAt(target.transform); if (attackCooldown <= 0f) { anim.SetBool("shooting", true); muzzleFlash.Play(); gunSound.Play(); targetController.TakeDamage(this.damage); if (targetController.IsDead()) { target = null; targetController = null; StopShooting(); } attackCooldown = AttackCooldownValue; } } anim.SetFloat("speed", navAgent.velocity.sqrMagnitude); }
void Start() { min = 0; max = droppedItem.Count; dropable = 1; attackScript = transform.FindChild("Attack").GetComponent <ZombieAttack>(); spriteRend = GetComponent <SpriteRenderer>(); GetComponent <Rigidbody2D>().velocity = Vector3.zero; alive = true; if (spriteRend.sprite == null) { spriteRend.sprite = spriteAlive; } }
void Awake() { zombie01Agent = zombie01.GetComponent <NavMeshAgent> (); zombie02Agent = zombie02.GetComponent <NavMeshAgent> (); skeletonAgent = skeleton.GetComponent <NavMeshAgent> (); zombie01Attack = zombie01.GetComponent <ZombieAttack> (); zombie02Attack = zombie02.GetComponent <ZombieAttack> (); skeletonAttack = skeletonGameObject.GetComponent <SkeletonAttack> (); zombie01Speed = 2f; zombie02Speed = 2.5f; skeletonSpeed = 2f; zombie01Rate = 1f; zombie02Rate = .75f; skeletonRate = 2f; InstantiateZombie01(1); }
void Attack(Collider2D other) { Debug.Log(name + " hit " + other.name); // get direction to knockback float directionRaw = transform.position.x - other.transform.position.x; int direction = 0; if (directionRaw < 0) { direction = 1; } else { direction = -1; } // perform knockback ZController2D otherController = other.GetComponent <ZController2D>(); ZombieAttack otherAttack = other.GetComponent <ZombieAttack>(); Animator otherAnim = other.GetComponent <Animator>(); otherController.isStunned = true; Vector2 knockback = new Vector2(); knockback.x = direction * playerKnockback; knockback.y = playerKnockbackY; other.attachedRigidbody.velocity = knockback; otherAnim.SetTrigger("Injured"); // perform other calculations on Zombie side otherAttack.ReceiveDamage(playerDamage, playerStunDuration); }
// Start is called before the first frame update void Start() { target = 0; distance = float.MaxValue; zombie = GetComponent <ZombieAttack>(); }
new void Awake() { base.Awake(); animator = transform.FindChild("zombie").GetComponent<Animator>(); attack = GetComponent<ZombieAttack>(); attack.enabled = false; }
// Start is called before the first frame update void Start() { zombieHealth = GetComponent <ZombieAttack>(); }
protected override void Start() { base.Start(); zombieAttack = GetComponentInChildren <ZombieAttack>(); zombieTimer = 0f; }
public ZombieInfo(GameObject zombie) { movement = zombie.GetComponent <ZombieMovement>(); attack = zombie.GetComponent <ZombieAttack>(); }
void Awake() { playerAttack = GetComponent <ZombieAttack>(); anim = GetComponent <Animator>(); navAgent = GetComponent <UnityEngine.AI.NavMeshAgent>(); }