void Start() { healthSystem = GetComponent <HealthSystem>(); weaponSystem = GetComponent <WeaponSystem>(); specialAbilities = GetComponent <SpecialAbilities>(); audioSource = GetComponent <AudioSource>(); }
private void Update() { distanceToPlayer = Vector3.Distance(player.transform.position, transform.position); WeaponSystem weaponSystem = GetComponent <WeaponSystem>(); bool inWeaponCircle = distanceToPlayer <= currentWeaponRange; bool inChaseRing = distanceToPlayer > currentWeaponRange && distanceToPlayer <= chaseRadius; bool outsideChaseRing = distanceToPlayer > chaseRadius; currentWeaponRange = weaponSystem.GetCurrentWeapon().GetMaxAttackRange(); if (outsideChaseRing) { StopAllCoroutines(); weaponSystem.StopAttacking(); StartCoroutine(Patrol()); } if (inChaseRing) { StopAllCoroutines(); weaponSystem.StopAttacking(); StartCoroutine(ChasePlayer()); } if (inWeaponCircle) { StopAllCoroutines(); weaponSystem.AttackTarget(player.gameObject); state = State.attacking; } }
void Update() { if (Input.GetKeyDown(KeyCode.Y)) { Time.timeScale = 0; } distanceToPlayer = Vector3.Distance(player.transform.position, transform.position); WeaponSystem weaponSystem = GetComponent <WeaponSystem>(); currrentWeaponRange = weaponSystem.GetCurrentWeapon().GetMaxAttackRange(); if (distanceToPlayer > chaseRadius && state != State.patrolling) { StopAllCoroutines(); StartCoroutine(Patrol()); } if (distanceToPlayer <= chaseRadius && state != State.chasing) { StopAllCoroutines(); StartCoroutine(ChasePlayer()); } if (distanceToPlayer <= currrentWeaponRange && state != State.attacking) { StopAllCoroutines(); state = State.attacking; } }
void InitializeComponents() { specialAbilities = GetComponent <SpecialAbilities>(); healthSystem = GetComponent <HealthSystem>(); character = GetComponent <Character>(); weaponSystem = GetComponent <WeaponSystem>(); }
void Update() { WeaponSystem weaponSystem = GetComponent <WeaponSystem>(); currentWeaponRange = weaponSystem.GetCurrentWeapon().GetMaxAttackRange(); distanceToPlayer = Vector3.Distance(player.transform.position, transform.position); if (distanceToPlayer > chaseRadius && state != State.patrolling) { StopAllCoroutines(); StartCoroutine(Patrol()); } if (distanceToPlayer <= chaseRadius && state != State.chasing) { StopAllCoroutines(); StartCoroutine(ChasePlayer()); } if (distanceToPlayer <= currentWeaponRange && state != State.attacking) { StopAllCoroutines(); state = State.attacking; weaponSystem.AttackTarget(player); } }
void Update() { var playerHealth = player.GetComponent <HealthSystem>().healthAsPercentage; if (playerHealth <= Mathf.Epsilon) { StopAllCoroutines(); return; } distanceToPlayer = Vector3.Distance(player.transform.position, transform.position); WeaponSystem weaponSystem = GetComponent <WeaponSystem>(); currentWeaponRange = weaponSystem.CurrectWeaponConfig.MaxAttackRange; if (distanceToPlayer > chaseRadius && state != State.patrolling) { StopAllCoroutines(); weaponSystem.StopAttacking(); StartCoroutine(Patrol); } if (distanceToPlayer <= chaseRadius && state != State.chasing) { StopAllCoroutines(); weaponSystem.StopAttacking(); StartCoroutine(ChasePlayer); } if (distanceToPlayer <= currentWeaponRange && state != State.attacking) { StopAllCoroutines(); state = State.attacking; weaponSystem.AttackTarget(player.gameObject); } }
void Start() { character = GetComponent <Character>(); RegisterForMouseEvents(); abilities = GetComponent <SpecialAbilities>(); weaponSystem = GetComponent <WeaponSystem>(); }
void Update() { distanceToPlayer = Vector3.Distance(player.transform.position, transform.position); WeaponSystem weaponSystem = GetComponent <WeaponSystem>(); // No performance issue currentWeaponRange = weaponSystem.GetCurrentWeapon().GetMaxAttackRange(); bool inWeaponRadius = distanceToPlayer <= currentWeaponRange; bool inChaseRadius = distanceToPlayer > currentWeaponRange && distanceToPlayer <= chaseRadius; bool outsideChaseRadius = distanceToPlayer > chaseRadius; if (inWeaponRadius) { StopAllCoroutines(); state = State.attacking; transform.LookAt(player.gameObject.transform); weaponSystem.AttackTarget(player.gameObject); character.GetNavMeshAgent().Move(Vector3.zero); character.GetNavMeshAgent().velocity = Vector3.zero; } if (outsideChaseRadius) { StopAllCoroutines(); //weaponSystem.StopAttacking(); StartCoroutine(Patrol()); } if (inChaseRadius) { StopAllCoroutines(); weaponSystem.StopAttacking(); StartCoroutine(ChasePlayer()); } }
public void Update() { distanceToPlayer = Vector3.Distance(player.transform.position, transform.position); weaponSystem = GetComponent <WeaponSystem>(); currentWeaponRange = weaponSystem.GetWeaponConfig().GetMaxAttackRange(); bool inWeaponCricle = distanceToPlayer <= currentWeaponRange; bool inChaseCircle = distanceToPlayer > currentWeaponRange && distanceToPlayer <= chaseRadius; bool outsideChaseCircle = distanceToPlayer > chaseRadius; if (outsideChaseCircle && state != State.patrolling) { StopAllCoroutines(); weaponSystem.StopAttacking(); StartCoroutine(Patrol()); } if (inChaseCircle && state != State.chasing) { StopAllCoroutines(); weaponSystem.StopAttacking(); StartCoroutine(ChasePlayer()); } if (inWeaponCricle && state != State.attacking) { StopAllCoroutines(); character.SetDestination(gameObject.transform.position); state = State.attacking; weaponSystem.AttackTarget(player.gameObject); } }
public void Start() { player = FindObjectOfType <PlayerControl>(); weaponSystem = GetComponent <WeaponSystem>(); animator = GetComponent <Animator>(); character = GetComponent <Character>(); }
private void Start() { player = GameObject.FindWithTag(Constants.PLAYER_TAG).GetComponent <PlayerControl>(); character = GetComponent <Character>(); weaponSystem = GetComponent <WeaponSystem>(); currentWeaponRange = weaponSystem.GetWeaponConfig().GetMaxAttackRange(); }
void Start() { character = GetComponent <Character>(); weaponSystem = GetComponent <WeaponSystem>(); abilitySystem = GetComponent <AbilitySystem>(); SetInitialWinConditionVariables(); }
void Start() { character = GetComponent <Character>(); RegisterMouseClick(); specialAbilties = GetComponent <SpecialAbilities>(); weaponSystem = GetComponent <WeaponSystem>(); }
void Start() { abilities = GetComponent <SpecialAbilities>(); healthSystem = GetComponent <HealthSystem>(); character = GetComponent <Character>(); weaponSystem = GetComponent <WeaponSystem>(); SubscribeForMouseClickEvents(); }
void Start() { playerCharacter = GetComponent <Character>(); playerAbilities = GetComponent <SpecialAbilities>(); characterStats = GetComponent <CharacterStats>(); weaponSystem = GetComponent <WeaponSystem>(); RegisterForMouseEvents(); }
// Start is called before the first frame update private void Start() { RegisterForMouseEvents(); // PutWeaponInHand(weaponInUse); abilities = GetComponent <SpecialAbilities>(); animator = GetComponent <Animator>(); character = GetComponent <Character>(); weaponSystem = GetComponent <WeaponSystem>(); }
// Start is called before the first frame update void Start() { weaponSystem = GameObject.FindWithTag(Constants.PLAYER_TAG).GetComponent <WeaponSystem>(); audioSource = GetComponent <AudioSource>(); var weaponPrefab = weaponConfig.GetWeaponPrefab(); var weaponGameObject = Instantiate(weaponPrefab, transform.position, transform.rotation); weaponGameObject.transform.parent = transform; }
void Update() { distanceToPlayer = Vector3.Distance(player.transform.position, transform.position); WeaponSystem weaponSystem = GetComponent <WeaponSystem>(); currentWeaponRange = weaponSystem.GetCurrentWeapon().GetMaxAttackRange(); bool inWeaponCircle = distanceToPlayer <= currentWeaponRange; bool inChaseCircle = distanceToPlayer > currentWeaponRange && distanceToPlayer <= chaseRadious; bool outsideChaseCircle = distanceToPlayer > chaseRadious; if (outsideChaseCircle) { StopAllCoroutines(); weaponSystem.StopAttacking(); StartCoroutine(Patrol()); } if (inChaseCircle) { StopAllCoroutines(); weaponSystem.StopAttacking(); StartCoroutine(ChasePlayer()); } if (inWeaponCircle) { StopAllCoroutines(); state = State.attacking; //state = State.attacking; si activo deja de funcionar el health del player weaponSystem.AttackTarget(player.gameObject); } //////////////////////////////////////////////////// // if (distanceToPlayer > chaseRadious && state != State.patrolling) // { // StopAllCoroutines(); // weaponSystem.StopAttacking(); // StartCoroutine( Patrol() ); // } // if (distanceToPlayer <= chaseRadious && state != State.chasing) // { // StopAllCoroutines(); // weaponSystem.StopAttacking(); // StartCoroutine(ChasePlayer()); // } // if (distanceToPlayer <= currentWeaponRange && state != State.attacking) // { // StopAllCoroutines(); // //state = State.attacking; si activo deja de funcionar el health del player // weaponSystem.AttackTarget(player.gameObject); // } /////////////////////////////////////////////////////// }
private void Start() { weaponSystem = GetComponent <WeaponSystem>(); character = GetComponent <Character>(); abilities = GetComponent <SpecialAbilities>(); chatBox = FindObjectOfType <ChatBox>(); chatBox.AddChatEntry("You: I'm almost back to the village."); chatBox.AddChatEntry("You: What is that fort doing up ahead?"); RegisterForMouseEvent(); }
private void Start() { player = GameObject.FindGameObjectWithTag("Player"); characterStats = GetComponent <CharacterStats>(); weaponSystem = GetComponent <WeaponSystem>(); enemyCharacter = GetComponent <Character>(); enemyAbilities = GetComponent <SpecialAbilities>(); spawnPosition = new GameObject("SpawnPosition"); spawnPosition.transform.position = transform.position; spawnPosition.transform.parent = GameObject.Find("SpawnPositions").transform; }
private void OnTriggerEnter() { PlayerControl player = FindObjectOfType <PlayerControl>(); WeaponSystem weapon = player.GetComponent <WeaponSystem>(); weapon.PutWeaponInHand(weaponConfig); var audioSource = GetComponent <AudioSource>(); audioSource.PlayOneShot(pickUpSFX); GetComponent <CapsuleCollider>().enabled = false; //Destroy(gameObject); }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player" && hasPlayed == false) { hasPlayed = true; WeaponSystem weaponSystem = other.gameObject.GetComponent <WeaponSystem>(); weaponSystem.PutWeaponInHand(weaponConfig); var audioSource = weaponSystem.GetComponent <AudioSource>(); audioSource.clip = weapongPickUpSoundEffect; audioSource.Play(); Destroy(this.gameObject); } }
void Start() { weaponSystem = GetComponent <WeaponSystem>(); npcMovement = GetComponent <NPCMovement>(); healthSystem = GetComponent <HealthSystem>(); player = FindObjectOfType <PlayerControl>(); playerObj = player.gameObject; if (weaponSystem != null) { attackRadius = weaponSystem.GetWeaponInUse().GetWeaponAttackRange(); } returningPosition = transform.position; }
void Start() { player = FindObjectOfType <PlayerControl>().gameObject; weaponSystem = GetComponent <WeaponSystem>(); character = GetComponent <Character>(); healthSystem = GetComponent <HealthSystem>(); var overrideController = GetComponent <Character>().OverrideController; Animator animator = GetComponent <Animator>(); animator.runtimeAnimatorController = overrideController; if (weaponSystem.GetCurrWeapon() != null) { currWeaponRange = weaponSystem.GetCurrWeapon().MaxAttackRange; } }
private void Start() { character = GetComponent <Character>(); Health = GetComponent <Health>(); Health.onDeathListeners += OnDeath; player = FindObjectOfType <Player>(); weaponSystem = GetComponent <WeaponSystem>(); currentWeaponRange = weaponSystem.CurrentWepaon.GetAttackRange(); originalPosition = transform.position; if (patrolPath) { iterator = patrolPath.GetNewIterator(); state = States.Patroling; character.SetTarget(patrolPath.GetFirstWaypoint()); Patrol(); } }
private void Update() { WeaponSystem weaponSystem = GetComponent <WeaponSystem>(); attackRange = weaponSystem.GetCurrentWeapon().GetMaxAttackRange(); distanceToTarget = Vector3.Distance(playerControl.transform.position, transform.position); bool inWeaponRange = distanceToTarget <= attackRange; bool inChaseRange = distanceToTarget > attackRange && distanceToTarget <= chaseRadius; bool outsideChaseRange = distanceToTarget > chaseRadius; if (outsideChaseRange && state != State.patrolling) { StopAllCoroutines(); weaponSystem.StopAttacking(); StartCoroutine(Patrol()); } if (inChaseRange && state != State.chasing) { StopAllCoroutines(); weaponSystem.StopAttacking(); StartCoroutine(ChasePlayer()); } if (inWeaponRange && state != State.attacking) { StopAllCoroutines(); state = State.attacking; weaponSystem.AttackTarget(playerControl.gameObject); } if (isFriendly && distanceToTarget <= chaseRadius && state != State.following) { // follow state // following is moving to a spot right behind the player } if (health.HealthAsPercentage() <= .05 && state != State.fleeing) { // flee state } }
void Update() { WeaponSystem weaponSystem = GetComponent <WeaponSystem>(); currentWeaponRange = weaponSystem.GetCurrentWeapon().GetMaxAttackRange(); distanceToPlayer = Vector3.Distance(player.transform.position, transform.position); if (isAlive) { bool inWeaponRange = distanceToPlayer <= currentWeaponRange; bool inChaseRange = distanceToPlayer > currentWeaponRange && distanceToPlayer <= chaseRadius; bool outsideChaseRange = distanceToPlayer > chaseRadius; if (inChaseRange) { StopAllCoroutines(); weaponSystem.StopAttacking(); StartCoroutine(ChasePlayer()); character.ReturnAnimationFowardCap(); } else if (inWeaponRange) { StopAllCoroutines(); state = State.attacking; weaponSystem.AttackTarget(player.gameObject); } else if (outsideChaseRange && state != State.patrolling) { StopAllCoroutines(); weaponSystem.StopAttacking(); StartCoroutine(Patrol()); } } else { StopAllCoroutines(); } }
void Update() { WeaponSystem weaponSystem = GetComponent <WeaponSystem>(); currentWeaponRange = weaponSystem.GetCurrentWeapon().GetMaxAttackRange(); distanceToPlayer = Vector3.Distance(player.transform.position, transform.position); //bool playerIsOutOfRangeAndEnemyIsNotPatrolling = distanceToPlayer > chaseRadius && state != State.patrolling; bool inWeaponCircle = distanceToPlayer <= currentWeaponRange; bool inChaseCircle = distanceToPlayer > currentWeaponRange && distanceToPlayer <= chaseRadius; bool outsideChaseCircle = distanceToPlayer > chaseRadius; if (outsideChaseCircle) { StopAllCoroutines(); weaponSystem.StopAttacking(); StartCoroutine(Patrol()); } //bool playerIsInRangeAndEnemyIsNotChasing = distanceToPlayer <= chaseRadius && state != State.chasing; if (inChaseCircle) { StopAllCoroutines(); weaponSystem.StopAttacking(); StartCoroutine(ChasePlayer()); } //bool playerIsInWeaponRangeAndEnenyIsNotAttacking = distanceToPlayer <= currentWeaponRange && state != State.attacking; if (inWeaponCircle) { StopAllCoroutines(); state = State.attacking; weaponSystem.AttackTarget(player.gameObject); } }
// Update is called once per frame void Update() { WeaponSystem weaponSystem = GetComponent <WeaponSystem>(); currentWeaponRange = weaponSystem.GetCurrentWeapon().AttackRadius(); distanceToPlayer = Vector3.Distance(player.transform.position, transform.position); if (distanceToPlayer > aggroRadius && state != State.patrolling) { StopAllCoroutines(); StartCoroutine(Patrol()); } if (distanceToPlayer <= aggroRadius && state != State.chasing) { StopAllCoroutines(); StartCoroutine(ChasePlayer()); } if (distanceToPlayer <= currentWeaponRange && state != State.attacking) { state = State.attacking; StopAllCoroutines(); StartCoroutine(MoveAndAttack(player.gameObject)); } }
private void InitializeComponents() { player = FindObjectOfType <PlayerControl>(); character = GetComponent <Character>(); weaponSystem = GetComponent <WeaponSystem>(); }