//Shoot bullet void Shoot(Vector3 aimDir) { Vector3 pos = transform.position; //pos += transform.right * 0.5f; pos += aimDir * 0.5f; GameObject bullet = Instantiate(bulletPrefab, pos, Quaternion.identity); PlayerBullet proj = bullet.GetComponent <PlayerBullet>(); proj.direction = (aimDir).normalized; audioSource.pitch = Random.Range(0.7f, 1.1f); audioSource.PlayOneShot(gunShot); RaycastHit2D hit = Physics2D.Raycast(transform.position, aimDir, range, 1 << LayerMask.NameToLayer("Targets")); if (hit.collider != null) { GameObject other = hit.collider.gameObject; enemyAI otherScript = other.GetComponent <enemyAI>(); if (otherScript != null) { otherScript.onTakeDamage(damage, knockback); } } }
// public int damage = 45; private void OnTriggerEnter2D(Collider2D att) { enemyAI enemy = att.GetComponent <enemyAI>(); //tokens toke = new tokens(); if (enemy != null) { if (this.tag == "beam") { enemy.takeDamage(45); FindObjectOfType <AudioManager>().Play("Beam"); Destroy(gameObject); } else if (this.tag == "superbeam") { enemy.takeDamage(115); FindObjectOfType <AudioManager>().Play("Beam"); Destroy(gameObject); } } else if (att.gameObject.tag == "Top Wall" || att.gameObject.tag == "Bottom Wall" || att.gameObject.tag == "Left Wall" || att.gameObject.tag == "Right Wall") { Destroy(gameObject); } }
private void OnTriggerEnter2D(Collider2D collision) { enemyAI enemy = collision.GetComponent <enemyAI>(); if (collision.gameObject.name == "HitBox") { Destroy(gameObject); FindObjectOfType <AudioManager>().Stop("chargebeam"); player.GetComponent <BasicMovment>().DecreaseHealth(15); } else if (collision.gameObject.tag == "EnemyT" && reflected == true) { Destroy(gameObject); FindObjectOfType <AudioManager>().Stop("chargebeam"); enemy.takeDamage(40); } if (collision.gameObject.tag == "slash") { Vector3 attPos = player.transform.position - transform.position; gameObject.GetComponent <Rigidbody2D>().velocity = Vector3.zero; //should go back to turret enemy gameObject.GetComponent <Rigidbody2D>().velocity = -attPos.normalized * 8; reflected = true; } }
private void OnTriggerEnter2D(Collider2D att) { enemyAI enemy = att.GetComponent <enemyAI>(); if (enemy != null) { if (this.tag == "beam") { enemy.takeDamage(40); Destroy(gameObject); } else if (this.tag == "superbeam") { enemy.takeDamage(80); Destroy(gameObject); } } if (att.gameObject.tag == "Top Wall" || att.gameObject.tag == "Bottom Wall" || att.gameObject.tag == "Left Wall" || att.gameObject.tag == "Right Wall") { Destroy(gameObject); } }
private void OnTriggerEnter2D(Collider2D att) { enemyAI enemy = att.GetComponent <enemyAI>(); if (enemy != null) { enemy.takeDamage(damage); if (cm.playerDeck.Count != 0) { int i = Random.Range(0, 2); if (i > 0) { cm.DrawCard(cm.playerDeck); cm.deckPercent = cm.playerDeck.Count / cm.maxCards; Debug.Log(cm.deckPercent); cm.deckCalculate(cm.deckPercent); } } else if (cm.playerDeck.Count == 0 && cm.discardPile.Count > 0) { for (int i = 0; i < cm.discardPile.Count; i++) { cm.playerDeck.Add(cm.discardPile[i]); } cm.discardPile.Clear(); cm.maxCards = cm.playerDeck.Count; cm.deckPercent = cm.playerDeck.Count / cm.maxCards; Debug.Log(cm.deckPercent); cm.deckCalculate(cm.deckPercent); cm.DrawCard(cm.playerDeck); } } }
// Start is called before the first frame update void Start() { source = GetComponent <AudioSource>(); enemy = FindObjectOfType <enemyAI>(); weapons = FindObjectOfType <weapons>(); canvas.enabled = false; }
private void OnTriggerEnter2D(Collider2D att) { enemyAI enemy = att.GetComponent <enemyAI>(); //toke.incToken(); if (enemy != null) { if (this.tag == "slash") { if (enemy.turretNotCharge == true) { enemy.takeDamage(0); } else { enemy.takeDamage(65); } } else if (this.tag == "spinslash") { //FindObjectOfType<AudioManager>().Play("Slash"); } } }
//public int damage = 65; //private tokens toke = new tokens(); private void OnTriggerEnter2D(Collider2D att) { enemyAI enemy = att.GetComponent <enemyAI>(); //toke.incToken(); if (enemy != null) { if (this.tag == "slash") { //if (enemy.name == "Rock") //REDUCED DAMAGE //{ // enemy.takeDamage(5); // FindObjectOfType<AudioManager>().Play("Slash"); //} //else //{ enemy.takeDamage(65); FindObjectOfType <AudioManager>().Play("Slash"); //} } else if (this.tag == "spinslash") { //enemy.takeDamage(120); FindObjectOfType <AudioManager>().Play("Slash"); } } }
//safe public virtual void Awake() { statsref = GetComponent <enemystats>(); airef = GetComponent <enemyAI>(); childcol = transform.GetChild(0).gameObject; childcol.SetActive(false); }
// Start is called before the first frame update void Start() { buildingMaxNum = checkBuilding(); missionStr[0] = ""; missionUI.text = missionStr[0]; enemy = GameObject.FindGameObjectWithTag("enemy"); EAI = enemy.GetComponent <enemyAI>(); }
private void OnTriggerEnter2D(Collider2D att) { enemyAI enemy = att.GetComponent <enemyAI>(); if (enemy != null) { enemy.takeDamage(damage); } }
void OnTriggerEnter2D(Collider2D other) { enemyAI enem = other.GetComponent <enemyAI>(); if (other.tag != "player") { enem.DirectionPolaris(); } }
//Collision with hurtbox void OnTriggerEnter2D(Collider2D col) { //If enemy if (col.gameObject.layer == 8) { if (!invincible) { Vector2 kb = new Vector2(0, 0); if (col.gameObject.tag == "Enemy") { enemyAI otherScript = col.gameObject.GetComponent <enemyAI>(); health -= otherScript.attackPower; kb = (col.gameObject.transform.position - transform.position).normalized * 10; } else if (col.gameObject.tag == "EnemyProjectile") { ProjectileData otherScript = col.gameObject.GetComponent <ProjectileData>(); health -= otherScript.damage; kb = (col.gameObject.transform.position - transform.position).normalized * 1; } rb.AddForce(-kb, ForceMode2D.Impulse); invincible = true; invincibilityTimeRemaining = invincibilityTime; float healthPerc = health / maxHealth; HealthBar hbscript = healthBar.GetComponent <HealthBar>(); hbscript.SetSize(healthPerc); HUDController hud = canvas.GetComponent <HUDController>(); hud.setHealthText(health, maxHealth); if (health != 0 && enableDamageSFX) { audioSource.pitch = Random.Range(0.85f, 1.15f); audioSource.PlayOneShot(takeDamageSFX); } enableDamageSFX = true; } } //If item else if (col.gameObject.tag == "Item") { GameObject item = col.gameObject; Destroy(col); items.Add(item.name); ItemHandler ih = item.GetComponent <ItemHandler>(); ih.onPickup(gameObject, this); HUDController hud = canvas.GetComponent <HUDController>(); hud.updateTexts((float)range / baseRange, (float)damage / baseDamage, (float)knockback / baseKnockback, (float)regenRate / baseRegenRate, (float)killRegen, (float)damTimerDec, (float)moveSpeed / baseMoveSpeed); if (item) { Destroy(item); } } }
//------------------------------------------------------------------------- void Start () { // Get the parent script so we can call its functions from here gAiCode = transform.parent.gameObject.GetComponent<enemyAI>(); if (gAiCode != null) { // Set our detection sphere's range GetComponent<SphereCollider> ().radius = gAiCode.maxDetectRange; } }
// Start is called before the first frame update void Start() { shoot = GetComponent <enemyShoot>(); //Asignamos a la variable los scripts antes mencionados move = GetComponent <enemyAI>(); CurrentHealthPoints = EnemyMaxHealthPoints; //Pone la vida al máximo al empezar isFullHealth = true; if (enemyHealthUI) { enemyHealthUI.SetEnemyMaxHealthUI(EnemyMaxHealthPoints); } }
private void OnTriggerEnter2D(Collider2D att) { enemyAI enemy = att.GetComponent <enemyAI>(); //tokens toke = new tokens(); if (enemy != null) { enemy.takeDamage(damage); Destroy(gameObject); //toke.incToken(); } else if (att.gameObject.tag == "Top Wall" || att.gameObject.tag == "Bottom Wall" || att.gameObject.tag == "Left Wall" || att.gameObject.tag == "Right Wall") { Destroy(gameObject); } }
//public MovePiece mp; //Some variables are public for debugging and being able to be viewed in the inspector // Start is called before the first frame update void Start() { lastPieceMoved = 2; en = GetComponent <enemyAI>(); moveDir = ""; InitalStateSetup(); updateOld = true; yourturn = true; for (int i = 0; i < 8; i++) { for (int j = 0; j < 8; j++) { colliders[i, j] = GameObject.Find(i.ToString() + j.ToString()); colliders[i, j].SetActive(false); } } }
void OnCollisionEnter(Collision col) { //// //Debug.Log("HIT"); // ContactPoint[] contacts = col.contacts; if (contacts[0].thisCollider.gameObject.layer == LayerMask.NameToLayer("Fist") && contacts[0].otherCollider.gameObject.layer == LayerMask.NameToLayer("Enemy")) { //Debug.Log("HIT"); enemyAI enemy = contacts[0].otherCollider.gameObject.GetComponent <enemyAI>(); enemy.GetComponent <Rigidbody>().AddForce(playerCam.transform.forward * punchForce, ForceMode.Impulse); } if ((contacts[0].otherCollider.gameObject.layer == LayerMask.NameToLayer("Boat"))) { UnityEngine.SceneManagement.SceneManager.LoadScene("Win"); } }
void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Player") { //resume } else if (other.tag == "CannonFoot") { cannonFoot cf = other.GetComponent <cannonFoot>(); cf.decreaseHealth(); Destroy(gameObject); } else if (other.tag == "Enemy") { // Debug.Log("enemy"); enemyAI ea = other.GetComponent <enemyAI>(); ea.dealDmg(); Destroy(gameObject); } }
void Awake() { //referencing scripts player = GameObject.FindGameObjectWithTag("Player").transform; enemySight = GetComponent<EnemySight>(); nav = GetComponent<NavMeshAgent>(); anim = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag("gameController").GetComponent<HashIDs>(); EnemyAI = GetComponent<enemyAI>(); <<<<<<< HEAD nav.updateRotation = false; //make sure the rotation is controlled by mecanim animSetup = new AnimatorSetup(anim, hash); //creating an instance of the AnimatorSetu class and calling it´s constructor deadZone += Mathf.Deg2Rad; //convert the angle for the deadzone from degrees to radiants ======= nav.updateRotation = false; //make sure the rotation is controlled by mecanim animSetup = new AnimatorSetup(anim, hash); //creating an instance of the AnimatorSetu class and calling it´s constructor deadZone += Mathf.Deg2Rad; //convert the angle for the deadzone from degrees to radiants >>>>>>> dd5711ced731f99b586cb33f83b71c58174c8409 }
void Shoot() { shootSource.PlayOneShot(shootFile, 1.2f); Ray ray = new Ray(Target.transform.position, Target.transform.forward); RaycastHit[] hitTargets = Physics.RaycastAll(ray, 15f); //bool IsHit = Physics.Raycast(ray, out rayCastHit, Mathf.Infinity); Debug.DrawLine(ray.origin, ray.direction, Color.red, 10); if (hitTargets.Length > 0) { for (int i = 0; i < hitTargets.Length; i++) { // GameObject enemy = rayCastHit.collider.gameObject; if (hitTargets[i].collider.gameObject.layer == LayerMask.NameToLayer("Enemy")) { enemyAI enemy = hitTargets[i].collider.gameObject.GetComponent <enemyAI>(); enemy.EnemyHit(RifleDamage); } } } }
private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.CompareTag("enemy") || other.gameObject.CompareTag("Player")) { Rigidbody2D enemy = other.GetComponent <Rigidbody2D>(); enemyAI EnemyAI = other.GetComponent <enemyAI>(); PlayerMovement player = other.GetComponent <PlayerMovement>(); if (enemy != null) { if (!CompareTag(other.tag)) { Vector2 difference = enemy.transform.position - transform.position; difference = difference.normalized * thrust; enemy.AddForce(difference, ForceMode2D.Impulse); } if (other.gameObject.CompareTag("enemy") && other.isTrigger && !gameObject.CompareTag("enemy")) { EnemyAI.currentState = enemyState.stagger; EnemyAI.enemyKnock(enemy, knockTime, damage); } else if (other.gameObject.CompareTag("Player") && other.isTrigger) { if (player.currentState != PlayerState.stagger) { player.currentState = PlayerState.stagger; player.playerKnock(knockTime, damage); } } } } else if (other.gameObject.CompareTag("breakable") && gameObject.CompareTag("Player")) { other.GetComponent <breakable>().smashed(); } }
private void Start() { enemy = GetComponentInChildren <enemyAI>(); }
public void SpawnEnemy() { enemyAI ai = Instantiate(enemyPrefab, transform.position, transform.rotation).GetComponent <enemyAI>(); SpawnedEnemies.Add(ai); }
// Update is called once per frame new void Update() { LayerMask layer1; layer1 = LayerMask.GetMask("Collision"); RaycastHit2D hit = Physics2D.Raycast(transform.position, target.transform.position - transform.position, 90, layer1); Debug.DrawRay(transform.position, target.transform.position - transform.position, Color.green); if (hit) { enemyActionStates = enemyAI.idle; } if (offDelay > 0) { enemyActionStates = enemyAI.idle; offDelay = offDelay - Time.deltaTime; } base.Update(); switch (manipulated) { case isControlled.AI: switch (enemyActionStates) { case enemyAI.idle: moveSpeed = 45f; if (walkTimer > 0) { walkTimer = walkTimer - Time.deltaTime; } else { h = Random.Range(-1, 1); v = Random.Range(-1, 1); walkTimer = Random.Range(0.3f, 2); } rbody.velocity = new Vector2(h * moveSpeed, v * moveSpeed); if (100 > Mathf.Abs(target.transform.position.x - transform.position.x)) { enemyActionStates = enemyAI.attack; } break; case enemyAI.attack: moveSpeed = 55f; v = target.transform.position.y > transform.position.y ? 1 : -1; h = target.transform.position.x > transform.position.x ? 1 : -1; rbody.velocity = new Vector2(h * moveSpeed, v * moveSpeed); if (100 < Mathf.Abs(target.transform.position.x - transform.position.x)) { enemyActionStates = enemyAI.idle; } break; } break; case isControlled.player: offDelay = 3f; break; } }
// Use this for initialization void Start() { current_state = GetComponent<enemyAI>(); animator = GetComponent<Animator>(); }
public AlertState(enemyAI enemy) { myEnemy = enemy; }
private void Start() { audioo = FindObjectOfType <playaudio>(); enemy = FindObjectOfType <enemyAI>(); }