public static void create(string sprite, string name, int health, int damage) { //function to create enemy and put in list enemy nme = new enemy(sprite, name, health, damage); active.Add(nme); }
// Update is called once per frame void Update() { RaycastHit hit; shootingTimer -= Time.deltaTime; enemyspawntimer -= Time.deltaTime; if (enemyspawntimer <= 0f) { enemyspawntimer = enemyspawningcooldown; GameObject enemyObject = Instantiate(enemyprefab); float randomangle = Random.Range(0, Mathf.PI * 2); enemyObject.transform.position = new Vector3(gamecamera.transform.position.x + Mathf.Cos(randomangle) * enemyspawningdistance, 0, gamecamera.transform.position.z + Mathf.Sin(randomangle) * enemyspawningdistance); enemy enemy1 = enemyObject.GetComponent <enemy> (); enemy1.direction = (gamecamera.transform.position - enemy1.transform.position).normalized; enemy1.transform.LookAt(Vector3.zero); } if (Physics.Raycast(gamecamera.transform.position, gamecamera.transform.forward, out hit)) { Debug.Log("1"); if (hit.transform.tag == "enemy" && shootingTimer <= 0f) { GameObject bulletobject = Instantiate(bulletprefab); bulletobject.transform.position = gamecamera.transform.position; shootingTimer = shootingcooldown; bullet bullet1 = bulletobject.GetComponent <bullet> (); bullet1.direction = gamecamera.transform.forward; bullet1.transform.LookAt(Vector3.zero); } } }
// public Sprite imgNoEnemy; void Awake() { if (instance == null) { instance = this; } }
void OnEnemyDied(NetworkMessage netMsg) { PlayerDead playerDied = netMsg.ReadMessage <PlayerDead>(); enemy victim = players[playerDied.victim].GetComponent <enemy>(); if (playerDied.killer == id) { addKill(); if (kills > maxPoints) { setRecordHolder(-1, kills); } if (baseDamage == -1 && victim.getMedia() != -1) { player.GetComponent <PController>().applyBoost(victim.getMedia()); } else if (baseDamage != -1 && victim.getMedia() == -1) { player.GetComponent <PController>().applyBoost(-1); } } else { enemy en = players[playerDied.killer].GetComponent <enemy>(); en.addKill(); if (en.getKills() > maxPoints) { setRecordHolder(en.getId(), en.getKills()); } } victim.die(); }
void Start() { obj_e = GameObject.Find("enemy"); scr_e = obj_e.GetComponent <enemy>(); obj_p = GameObject.Find("player"); scr_p = obj_p.GetComponent <player>(); }
void OnEnemyUpdate(NetworkMessage netMsg) { //Debug.Log("NET UPDATE RECEIVED"); PlayerUpdate enemyUpdate = netMsg.ReadMessage <PlayerUpdate>(); //TODO: not necessary for now, check later if it's worth it. enemy e = players[enemyUpdate.id].GetComponent <enemy>(); e.setRotation(enemyUpdate.rot); e.setDirection(enemyUpdate.dir.value, enemyUpdate.dir.b); e.setCorrection(enemyUpdate.pos); //e.setArmRotation(enemyUpdate.armRot); if (enemyUpdate.dead && players[enemyUpdate.id].transform.localScale == Vector3.one) { players[enemyUpdate.id].transform.localScale = Vector3.zero; } else if (!enemyUpdate.dead && players[enemyUpdate.id].transform.localScale == Vector3.zero) { players[enemyUpdate.id].transform.localScale = new Vector3(0.15f, 0.15f, 0.23f);; } if (enemyUpdate.kills != e.getKills()) { e.setKills(enemyUpdate.kills); if (e.getKills() > maxPoints) { setRecordHolder(enemyUpdate.id, e.getKills()); } else if (recordHolder == e.getId() && e.getKills() < maxPoints) { search4NewHolder(); } } }
public void fight(enemy e) { eToFollow = e; eWasFollowed = e; inFight = true; GetComponent <GameActor>().doHitAnimation(); }
void OnTriggerEnter(Collider col) { if (col.gameObject.tag == "Enemy" || col.gameObject.tag == "Enemy2" || col.gameObject.tag == "Pathway") { mortarshell_model.SetActive(false); m_render.enabled = true; exploding = true; rb.isKinematic = true; rendr.material.color = explosion_color; if (col.gameObject.tag == "Enemy") { enemy_script = col.GetComponent <enemy>(); enemy_script.ReceiveDamage(damage); } else if (col.gameObject.tag == "Enemy2") { enemy_script2 = col.GetComponent <enemy2>(); enemy_script2.ReceiveDamage(damage); } else { //add fix here if necessary } } }
void updateTarget() { GameObject[] enemies = GameObject.FindGameObjectsWithTag(enemyTag); float shortestDistance = Mathf.Infinity; GameObject nearestEnemy = null; foreach (GameObject enemy in enemies) { float distanceToEnemy = Vector3.Distance(transform.position, enemy.transform.position); if (distanceToEnemy < shortestDistance) { shortestDistance = distanceToEnemy; nearestEnemy = enemy; } } if (nearestEnemy != null && shortestDistance <= range) { target = nearestEnemy.transform; targetEnemy = nearestEnemy.GetComponent <enemy>(); } else { target = null; } }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { myenemy = enemy.run; } }
/// <summary> /// 当たり判定 /// </summary> /// <param name="collider">当たった物体</param> void OnTriggerEnter(Collider collider) { if (collider.gameObject.tag == "EnemyTower") { tower t = collider.gameObject.GetComponent <tower>(); Damage(t.ATK); Destroy(this.gameObject); //agent.Stop(); } if (collider.gameObject.tag == "Enemy") { state = State.Attacking; enemy e = collider.gameObject.GetComponent <enemy>(); Damage(e.EnemyATK); if (e.EnemyHP <= 0) { Control.Enemykill(); state = State.Walking; } //DestroyImmediate(collider); //Shot.Add(ATK); } if (collider.gameObject.tag == "playermob") { //state = State.Waiting; } }
void shoot() { muzzleFlash.Play(); RaycastHit hit; if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)) { if (hit.collider.tag == "Enemy") { StartCoroutine(CourseCoroutine()); Object.GetComponent <MeshRenderer>().material = red; Object2.GetComponent <MeshRenderer>().material = red; } Debug.Log(hit.transform.name); enemy enemy = hit.transform.GetComponent <enemy>(); if (enemy != null) { enemy.TakeDamage(damage); } } }
// Start is called before the first frame update void Start() { try { chouseEnemy.captionText.text = "Trent"; chouseEnemy.options[0].text = "Trent"; chouseEnemy.options[1].text = "Mole"; chouseEnemy.options[2].text = "Trent Heavy"; hippoSpeed.text = "5"; winScore.text = "10"; rechargeTime.text = "2"; enemyRecharge.text = "4"; DropdownItemSelected(chouseEnemy); chouseEnemy.onValueChanged.AddListener(delegate { DropdownItemSelected(chouseEnemy); }); } catch (NullReferenceException) { } try { enemy = enemy.GetComponent <enemy>(); } catch (NullReferenceException) { } }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Enemy") { enemy Enemy = collision.gameObject.GetComponent <enemy>(); if (state == State.falling) { //Destroy(collision.gameObject); Enemy.JumpedOn(); } else { state = State.hurt; if (collision.gameObject.transform.position.x > transform.position.x) { // This means enemy is on the right // Then throw me on the left rb.velocity = new Vector2(-hurt_speed + 0.5f * rb.velocity.x, 0.5f * rb.velocity.y + hurt_speed); transform.localScale = new Vector2(-1, 1); print("shall be sent left !"); } else { // Enemy is on the left // Then throw me on the right rb.velocity = new Vector2(+hurt_speed + 0.5f * rb.velocity.x, 0.5f * rb.velocity.y + hurt_speed); transform.localScale = new Vector2(1, 1); print("shall be sent right !"); } } } }
void OnTriggerEnter(Collider col) { //Destroy(col.gameObject); if (col != null) { if (col.gameObject.tag == "Enemy") { GameObject effect = (GameObject)Instantiate(damage_effect, transform.position, transform.rotation); Destroy(effect, 1f); enemy_script = col.GetComponent <enemy>(); enemy_script.ReceiveDamage(damage); Destroy(gameObject); } if (col.gameObject.tag == "Enemy2") { GameObject effect = (GameObject)Instantiate(damage_effect, transform.position, transform.rotation); Destroy(effect, 1f); enemy_script2 = col.GetComponent <enemy2>(); enemy_script2.ReceiveDamage(damage); Destroy(gameObject); } else { Destroy(gameObject); } } }
private void OnTriggerExit(Collider other) { if (other.CompareTag("Player")) { myenemy = enemy.idle; } }
private void OnTriggerEnter2D(Collider2D collision) { Element bullet = collision.gameObject.GetComponent<Element>(); enemy enemy = collision.gameObject.GetComponent<enemy>(); if (bullet == null && enemy ==null) { return; } Debug.Log("player:onTrigger"); if (bullet!=null && bullet.side == SIDE.ENEMY) { this.HP = this.HP - bullet.power; if (this.HP <= 0) { this.Death(); } } if(enemy!= null) { this.HP = 0; this.Death(); } }
public void OnTriggerExit2D(Collider2D other) { if (other.gameObject.layer == LayerMask.NameToLayer("enemy")) { target = null; } }
void Update() { enemy enemy = GameObject.FindObjectOfType <enemy> (); if (rechtsbewegen) { transform.position += Vector3.right * snelheid * Time.deltaTime; } else { transform.position += Vector3.left * snelheid * Time.deltaTime; } float rechterGrens = transform.position.x + (0.5f * width); float linkerGrens = transform.position.x - (-0.4f * width); if (linkerGrens < xmin) { rechtsbewegen = true; } else if (rechterGrens > xmax) { rechtsbewegen = false; } if (AlleEnemiesDood()) { SpawnTotVol(); } }
void OnCollisionEnter2D(Collision2D col) { Debug.Log("enemyhela"); if (col.gameObject.tag == "enemy" | col.gameObject.tag == "Tree") { Debug.Log("Heal"); enemy E = col.gameObject.GetComponent <enemy>(); E.healthNow += RecoverHealth; if (E.healthNow > E.health) { E.healthNow = E.health; } E.healthBar.fillAmount = E.healthNow / E.health; HealtTime -= 1; GameObject HealEffect = Instantiate(HealEffectPrefab, transform.position, Quaternion.identity); HealEffect.transform.parent = E.transform; HealEffect.transform.localScale = new Vector3(3, 3, 3); HealEffect.transform.position += new Vector3(0, 10, 0); if (HealtTime <= 0) { Destroy(gameObject); } } }
void SpawnEnemy(GameObject enemy) { GameObject spawned_enemy = Instantiate(enemy, spawn_point.position, spawn_point.rotation); enemy_scr = spawned_enemy.GetComponent <enemy>(); enemy_scr.IncreaseHealth(wave_number); }
private void DoBulletHit() { if (radius == 0) { target.GetComponent <enemy>().TakeDamage(damage); Destroy(gameObject); } else { Collider[] cols = Physics.OverlapSphere(transform.position, radius); foreach (Collider c in cols) { enemy e = c.GetComponent <enemy>(); if (e != null) { e.TakeDamage(damage); //e.GetComponent<enemy>().TakeDamage(damage); } } } // Get rid of bullet. Destroy(gameObject); }
IEnumerator Shoot(float seconds) { while (firing) { muzzleFlashRight.Play(); muzzleFlashLeft.Play(); RaycastHit hit; if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)) { enemy planeZero = hit.transform.GetComponent <enemy>(); if (planeZero != null) { planeZero.TakeDamage(damage); } } int count = 0; while (count < duration) { ObjectToShake.transform.Translate(Mathf.Cos(Random.value) * ShakeSize.x, Mathf.Cos(Random.value) * ShakeSize.y, Mathf.Cos(Random.value) * ShakeSize.z); ShakeSize *= -1; yield return(new WaitForSeconds(0.02f)); count++; } ObjectToShake.transform.localPosition = posInitial; yield return(new WaitForSeconds(seconds)); } }
// Use this for initialization void Start() { MoveAnimate = GetComponent <Animator>(); enemy = GetComponent <enemy>(); Destination = enemy.Destination; speed = StartSpeed; }
void OnTriggerEnter(Collider col) { if (col.gameObject.tag == "Enemy") { enemy_script = col.GetComponent <enemy>(); if (!enemy_script.frozen) { enemy_script.Freeze(duration); durability--; if (durability <= 0) { Destroy(this.gameObject); } } } if (col.gameObject.tag == "Enemy2") { enemy_script2 = col.GetComponent <enemy2>(); if (!enemy_script2.frozen) { enemy_script2.Freeze(duration); durability--; if (durability <= 0) { Destroy(this.gameObject); } } } }
IEnumerator SpawnWave(int waveIndex) { currentWave = waves[waveIndex]; for (int i = 0; i < currentWave.count; i++) { if (player == null) { yield break; } enemy randomEnemy = currentWave.enemies[Random.Range(0, currentWave.enemies.Length)]; Transform randomSpawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)]; Instantiate(randomEnemy, randomSpawnPoint.position, transform.rotation); if (i == currentWave.count - 1) { spawningFinished = true; } else { spawningFinished = false; } yield return(new WaitForSeconds(currentWave.timeBetweenSpawns)); } }
private void OnTriggerEnter(Collider other) { if (other.tag == "enemy0") { enemy en = other.gameObject.GetComponent <enemy>(); Debug.Log("enemy max live " + en.Maximunthealth + " curent live " + en.Currenthealth); GameObject ChildGameObject1 = other.transform.GetChild(1).gameObject; GameObject ChildGameObject2 = ChildGameObject1.transform.GetChild(0).gameObject; Slider ha = ChildGameObject2.GetComponent <Slider>(); en.Currenthealth -= damage; ha.value = en.Currenthealth / en.Maximunthealth; if (en.Currenthealth < 0) { Destroy(other.gameObject); } Destroy(this.gameObject); } else if (other.tag == "aroundobject") { Destroy(this.gameObject); print("bullet touch envirement"); } }
void do_enemy_turn() { if (spawnen) { Vector3Int tstats = enemystats.Dequeue(); if (tstats.x != 0) { for (int i = tstats.z; i > 0; i--) { enemy tenemy = new enemy(); tenemy.set_en(tstats.x, tstats.y); enemies.Add(tenemy); } } enspawned++; if (enspawned == wavelengths) { spawnen = false; curwave++; totalwaves++; } } move_enemies(); turntimer = 1f; wave_state++; }
void OnTriggerEnter2D(Collider2D hitInfo) { if (hitInfo.gameObject.tag == "Enemy") { enemy enemy = hitInfo.gameObject.GetComponent <enemy>(); //hitInfo.gameObject.tag == "Enemy" if (enemy != null) { enemy.TakeDamage(damage); Destroy(gameObject); } } if (hitInfo.gameObject.CompareTag("Wall")) { if (bounce) { transform.Rotate(0f, 180, 0f); rb.velocity = -1f * rb.velocity; bounce = false; } else { Destroy(gameObject); } } }
IEnumerator spawnwave(int index) { currentwave = waves[index]; for (int i = 0; i < currentwave.count; i++) { if (player == null) { yield break; } enemy randomenamy = currentwave.enemies[Random.Range(0, currentwave.enemies.Length)]; Transform randomspot = spawnpoints[Random.Range(0, spawnpoints.Length)]; Instantiate(randomenamy, randomspot.position, randomspot.rotation); //Debug.Log(randomspot.rotation); if (i == currentwave.count - 1) { finished = true; } else { finished = false; } yield return(new WaitForSeconds(currentwave.timebtwspawn)); } }
public void enemycheck(enemy[] enemies,mine[] mines,int nowenemy,int nowmine) { for(int ind=0;ind<nowenemy;ind++){ if(positionx==enemies[ind].positionx&&positiony==enemies[ind].positiony){ enemies[ind].minecheck(mines,nowmine); } } }
void Start () { startXPosEnemy = combatEnemy.transform.position.x; startXPosPlayer = combatPlayer.transform.position.x; enemyScript = enemy.GetComponent<enemy> (); MainCamera.enabled = true; combatCamera.enabled = false; playerMoveScript = player.GetComponent<player> (); }
//create a new small enemy private void createSmallEnemy(int index) { GameObject enemyObject; GameObject shadowObject; Vector3 pos = spawnEnemyPosition (); enemyObject = Instantiate (smallEnemyObject, pos, new Quaternion (0f, 0f, 0f, 1f)) as GameObject; shadowObject = Instantiate (enemyShadow, new Vector3(pos.x, pos.y - 0.6f, 1f), new Quaternion (0f, 0f, 0f, 1f)) as GameObject; enemies [index] = new enemy (enemyObject, 1, shadowObject); }
public override void turnAI(enemy[] enemies,mine[] mines,int nowenemy,int nowmine) { moveturn++; if (moveturn == 3) { switch (direction) { case 0 : { if (positionx != 14 && dmap.mapparts [positiony, positionx + 1] != 0) { positionx++; state="walk"; } else direction=1; break; } case 1 : { if (positionx != 0 && dmap.mapparts [positiony, positionx - 1] != 0) { positionx--; state="walk"; } else direction=0; break; } case 2 : { if (positiony != 14 && dmap.mapparts [positiony + 1, positionx] != 0) { positiony++; state="walk"; } else direction=3; break; } case 3 : { if (positiony != 0 && dmap.mapparts [positiony - 1, positionx] != 0) { positiony--; state="walk"; } else direction=2; break; } default : { break; } } moveturn=0; } enemycheck (enemies,mines,nowenemy,nowmine); }
//create a new medium enemy private void createMediumEnemy(int index) { GameObject enemyObject; GameObject shadowObject; Vector3 pos = spawnEnemyPosition (); enemyObject = Instantiate (mediumEnemyObject, pos, new Quaternion (0f, 0f, 0f, 1f)) as GameObject; shadowObject = Instantiate (enemyShadow, new Vector3(pos.x, pos.y - 0.6f, 1f), new Quaternion (0f, 0f, 0f, 1f)) as GameObject; shadowObject.transform.localScale = new Vector3 (0.2f, -0.2f, 1f); enemies [index] = new enemy (enemyObject, 2, shadowObject); }
private void createBossEnemy(int index) { GameObject enemyObject; GameObject shadowObject; Vector3 pos = new Vector3 (0f, 10f, 0f); enemyObject = Instantiate (bossEnemeyObject, pos, new Quaternion (0f, 0f, 0f, 1f)) as GameObject; shadowObject = Instantiate (enemyShadow, new Vector3(pos.x, pos.y - 0.6f, 1f), new Quaternion (0f, 0f, 0f, 1f)) as GameObject; shadowObject.transform.localScale = new Vector3 (0.4f, -0.4f, 1f); enemies[index] = new enemy (enemyObject, 10, shadowObject); }
public override void turnAI(enemy[] enemies,mine[] mines,int nowenemy,int nowmine) { if (state == "stand") { move (); if (positionx == player.positionx && positiony == player.positiony) attack (); minecheck(mines,nowmine); if(mineeatcounter>=3){ mineeatcounter=0; GameObject.Find ("Main Camera").GetComponent<game> ().biexplosion(); } } else if (state == "stun") { if(stunturn==dmap.turn) state="stand"; } }
public override void turnAI(enemy[] enemies,mine[] mines,int nowenemy,int nowmine) { if (state == "stand") { move (); string tempstate=state; state="attack"; if (positionx == player.positionx && positiony == player.positiony) attack (); state=tempstate; minecheck(mines,nowmine); for (int ind=0; ind<nowenemy; ind++) { if (positionx == enemies [ind].positionx && positiony == enemies [ind].positiony) { enemies [ind].knuckback (direction,2,mines,nowmine); } } } }
public override void turnAI(enemy[] enemies,mine[] mines,int nowenemy,int nowmine) { plusturn++; if (plusturn == 10) { switch (Random.Range(0,4)) { case 0 : { if (positionx != 14 && dmap.mapparts [positiony, positionx + 1] != 0) { GameObject.Find ("Main Camera").GetComponent<game> ().changemine(positionx + 1, positiony); } break; } case 1 : { if (positionx != 0 && dmap.mapparts [positiony, positionx - 1] != 0) { GameObject.Find ("Main Camera").GetComponent<game> ().changemine(positionx - 1, positiony); } break; } case 2 : { if (positiony != 14 && dmap.mapparts [positiony + 1, positionx] != 0) { GameObject.Find ("Main Camera").GetComponent<game> ().changemine(positionx, positiony+1); } break; } case 3 : { if (positiony != 0 && dmap.mapparts [positiony - 1, positionx] != 0) { GameObject.Find ("Main Camera").GetComponent<game> ().changemine(positionx, positiony-1); } break; } default : { break; } } plusturn=0; } enemycheck (enemies,mines,nowenemy,nowmine); }
public void updateEnemyInfo(enemy e) { if (e.st.hp < 0) enemyHpBar.transform.localScale = new Vector3(0, 1, 1); else if (e.st.hp > e.st.maxHp) enemyHpBar.transform.localScale = new Vector3(100, 1, 1); else enemyHpBar.transform.localScale = new Vector3((float)(e.st.hp * 100.0f / e.st.maxHp) / 100.0f, 1, 1); enemyName.text = e.enemyName; enemyHp.text = e.st.hp + " / " + e.st.maxHp; }
// Use this for initialization void Awake () { anim = GetComponent<Animator>(); rb2d = GetComponent<Rigidbody2D>(); enemyScript = gameObject.GetComponent<enemy> (); }
// Use this for initialization void Start() { zombie = GetComponent<enemy> (); movement = GetComponent<AIMovement> (); canvas.gameObject.SetActive (false); }
void initializeComponents() { properties = GetComponent<enemy>(); rigid = GetComponent<Rigidbody2D>(); sprite = GetComponent<SpriteRenderer>(); }
if (Q.CastIfHitchanceEquals(enemy, HitChance.High, packetCast))
public virtual void turnAI(enemy[] enemies,mine[] mines,int nowenemy,int nowmine) { enemycheck (enemies,mines,nowenemy,nowmine); }
void initializeComponents() { rigid = GetComponent<Rigidbody2D>(); properties = GetComponent<enemy>(); _player = player.Instance.gameObject; }
private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacterController>(); e = GetComponent<enemy> (); // set nav mesh settings agent.updateRotation = false; agent.updatePosition = true; // target that zombies walk to when player is found target = player.transform.position; // get the transform for the zombie's head head = searchTransform (transform, "Bip01 Head"); // distance zombie will walk randomly distance = UnityEngine.Random.Range (50, MAX_WALKABLE_DISTANCE); // check state and initialize intial distance and direction for walking if (initialState.Equals ("alerted")) { anim.SetBool (initialState, true); } else if (initialState.Equals ("backandforth")) { setForward (distance); } else if (initialState.Equals ("random")) { setRandom (); } hbc = GetComponent<HealthBarController> (); }
// Use this for initialization void Start () { enemy = transform.parent.parent.gameObject; enemyScript = enemy.GetComponent<enemy> (); }
// Use this for initialization void Start() { enemiesDead = false; enemyCounter = 0; enemiesSpawned = 0; enemies = new enemy[10]; enemyShots = new enemyProjectile[10]; for (int i = 0; i < enemies.Length; i++) { enemies [i] = new enemy(); enemyShots[i] = new enemyProjectile(enemyProjectileObject, projectileShadowObject); } source = GetComponent<AudioSource>(); timer = 0f; //set time of the level if (level == 2 || level == 4 || level == 5) { endTime = 30f; } else if (level == 3) { endTime = 20f; } else if ( level == 10 ) { endTime = 40f; } else { endTime = 25f; } }
|| (IsCollision(enemy[index])!=0));
Vector3 = newDesiredTarget(enemy)