private void Start() { boss = GetComponentInParent <Boss3>(); turretRenderer = GetComponent <Renderer>(); defaultColor = turretRenderer.material.color; hitColor = new Color(171, 171, 171); }
// Update is called once per frame void Update() { jamir = GameObject.Find("Jamir(Clone)"); if (jamir != null) { un = jamir.GetComponent <Boss3>(); if (un.CastingLightning == true) { if (num > 0) { GameObject Lightning = GameObject.Instantiate(JamirLightning); Lightning.transform.position = this.transform.position; num--; num2 = num3; } if (num <= 0) { num2--; } if (num2 <= 0) { num = 1; } } } }
private void Awake() { currentHP = maxHP; //시작시 현채체력과 최대체력을 동일하게 맞춤 boss = GetComponent <Boss>(); boss1 = GetComponent <Boss1>(); boss2 = GetComponent <Boss2>(); boss3 = GetComponent <Boss3>(); }
void Start() { //Bossクラスの変数を宣言してインスタンスを代入 Boss3 lastboss = new Boss3(); //攻撃用の関数をよびだす lastboss.Attack(); //防御用の関数をよびだす lastboss.Defence(3); }
protected virtual void Update() { int remainingHealth = 0; for (int i = 0; i < subBosses.Count; ++i) { Boss3 subBoss = subBosses[i]; remainingHealth += (subBoss == null || subBoss.IsDead() ? 0 : subBoss.CurrentHealth()); } Game.instance.hud.bossHealth.SetWithValues(0, totalHealth, remainingHealth); }
private void FindSubBosses() { if (subBosses.Count > 0) { return; } GameObject[] allEnemiesInScene = GameObject.FindGameObjectsWithTag("Boss3"); for (int i = 0; i < allEnemiesInScene.Length; ++i) { Boss3 comp = allEnemiesInScene[i].GetComponentInChildren <Boss3>(true); subBosses.Add(comp); } mIsPrimary = (gameObject == subBosses[0].gameObject); }
private void Start() { if ((mySpriteRdr = GetComponentInParent<SpriteRenderer> ()) == null) { Debug.LogError("No sprite renderer"); enabled = false; return; } if (transform.parent == null) { Debug.LogError("No parent"); enabled = false; return; } if ((image = GetComponentInParent<Boss3> ()) == null) { Debug.LogError("No image"); enabled = false; return; } }
IEnumerator SetUpBossFight3() { MusicManager.bossBattleMusic = true; MusicManager.normalBattleMusic = false; EnemyHolder.enemyAmount = 0; GameObject enemyGO = Instantiate(bosses[2], enemyBattleStations[1]); //Instantiates enemy enemyGO.name = "boss" + 1; //Gives it a name and number currentEnemies[0] = enemyGO; //Assigns Panama to the first space in the enemy array enemyUnit[0] = enemyGO.GetComponent <UnitStats>(); //Grabs the enemy's stats bossUnit[2] = enemyGO.GetComponent <UnitStats>(); enemyUnit[0].affinity = 1; //Sets Finalsaur's affinity to Soma enemyColor[0] = enemyGO.GetComponent <Image>(); // Grabs the color of the enemy so it can be changed enemyHUDs[0].SetHUD(enemyUnit[0]); //Sets the hud with the enemy stats enemyLightingEffects[0] = enemyGO.transform.GetChild(0).gameObject; //Assigns the lighting effects from Panama #region InitialSetup playerUnit = playerPrefab.GetComponent <UnitStats>(); playerColor = playerPrefab.GetComponent <Image>(); playerHUD.SetHUD(playerUnit); buttons.SetActive(true); boss3Attack = GameObject.FindGameObjectWithTag("EnemyStuff").GetComponent <Boss3>(); #endregion InitialSetup yield return(new WaitForSeconds(.5f)); state = BattleStateFossil.PLAYERTURN; PlayerTurn(); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { boss3 = animator.GetComponent <Boss3>(); timer = Random.Range(minTime, maxTime); }
// Use this for initialization void Start() { body = GetComponent <Boss3>(); target = GameObject.Find("Hero"); numChosen = false; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { boss3 = animator.GetComponent <Boss3>(); }
// Use this for initialization void Start() { un = GameObject.Find("Jamir(Clone)").GetComponent <Boss3>(); target = GameObject.Find("Hero"); }
IEnumerator stage3() { yield return(new WaitForSeconds(3)); //Wave 1: X-pattern-shooting fairies. Center shoots burst at player :D Enemy fairy1 = Instantiate(a2, new Vector3(-1, 22, 0), Quaternion.identity); fairy1.direction = new Vector3(0, -1, 0); fairy1.setParameters(1, .05f, 0, .05f, .05f, 1, false, 250); fairy1.setShotParameters(3, .075f, 0, .075f, .075f, 1, false); fairy1.shotDelay = 30; fairy1.shotTimer = -90; fairy1.noForCirc = 4; fairy1.offsetVal = 45; fairy1.itemDrop = 1; fairy1.bullet = c3; fairy1.silenced = true; Enemy fairy2 = Instantiate(a2, new Vector3(-7, 22, 0), Quaternion.identity); fairy2.direction = new Vector3(0, -1, 0); fairy2.setParameters(1, .05f, 0, .05f, .05f, 1, false, 250); fairy2.setShotParameters(3, .075f, 0, .075f, .075f, 1, false); fairy2.shotDelay = 30; fairy2.shotTimer = -90; fairy2.noForCirc = 4; fairy2.offsetVal = 45; fairy2.itemDrop = 1; fairy2.bullet = c3; fairy2.silenced = true; yield return(new WaitForSeconds(1)); Enemy fairy3 = Instantiate(a2, new Vector3(-1, 22, 0), Quaternion.identity); fairy3.direction = new Vector3(0, -1, 0); fairy3.setParameters(1, .075f, 0, .075f, .075f, 1, false, 250); fairy3.setShotParameters(3, .075f, 0, .075f, .075f, 1, false); fairy3.shotDelay = 30; fairy3.shotTimer = -90; fairy3.noForCirc = 4; fairy3.offsetVal = 45; fairy3.itemDrop = 2; fairy3.bullet = c3; fairy3.silenced = true; Enemy fairy4 = Instantiate(a2, new Vector3(-7, 22, 0), Quaternion.identity); fairy4.direction = new Vector3(0, -1, 0); fairy4.setParameters(1, .075f, 0, .075f, .075f, 1, false, 250); fairy4.setShotParameters(3, .075f, 0, .075f, .075f, 1, false); fairy4.shotDelay = 30; fairy4.shotTimer = -90; fairy4.noForCirc = 4; fairy4.offsetVal = 45; fairy4.itemDrop = 2; fairy4.bullet = c3; fairy4.silenced = true; yield return(new WaitForSeconds(0.5f)); Enemy fairy5 = Instantiate(a2, new Vector3(-4, 22, 0), Quaternion.identity); fairy5.direction = new Vector3(0, -1, 0); fairy5.setParameters(1, .05f, 0, .05f, .05f, 1, false, 500); fairy5.setShotParameters(1, .075f, 0, .075f, .075f, 1, false); fairy5.indirect = true; fairy5.variance = 5; fairy5.shotDelay = 20; fairy5.shotTimer = -40; fairy5.itemDrop = 1; fairy5.bullet = c4; GameObject sigil1 = Instantiate(Controller.Instance.sigil, fairy5.transform.position, Quaternion.identity, fairy5.transform); sigil1.transform.localScale *= .25f; yield return(new WaitForSeconds(0.5f)); fairy1.velocity = 0; fairy2.velocity = 0; yield return(new WaitForSeconds(.75f)); fairy5.velocity = 0; yield return(new WaitForSeconds(.25f)); fairy3.velocity = 0; fairy4.velocity = 0; yield return(new WaitForSeconds(10)); fairy1.direction = new Vector3(1, 0, 0); fairy2.direction = new Vector3(-1, 0, 0); fairy3.direction = new Vector3(1, 0, 0); fairy4.direction = new Vector3(-1, 0, 0); fairy5.direction = new Vector3(0, 1, 0); fairy1.velocity = .05f; fairy2.velocity = .05f; fairy3.velocity = .05f; fairy4.velocity = .05f; fairy5.velocity = .05f; //Wave 2: Repeat of wave 1, except now with trash mobs in the way. Enemy fairy6 = Instantiate(a2, new Vector3(-1, 22, 0), Quaternion.identity); fairy6.direction = new Vector3(0, -1, 0); fairy6.setParameters(1, .05f, 0, .05f, .05f, 1, false, 250); fairy6.setShotParameters(3, .075f, 0, .075f, .075f, 1, false); fairy6.shotDelay = 30; fairy6.shotTimer = -90; fairy6.noForCirc = 4; fairy6.offsetVal = 45; fairy6.itemDrop = 1; fairy6.bullet = c3; fairy6.silenced = true; Enemy fairy7 = Instantiate(a2, new Vector3(-7, 22, 0), Quaternion.identity); fairy7.direction = new Vector3(0, -1, 0); fairy7.setParameters(1, .05f, 0, .05f, .05f, 1, false, 250); fairy7.setShotParameters(3, .075f, 0, .075f, .075f, 1, false); fairy7.shotDelay = 30; fairy7.shotTimer = -90; fairy7.noForCirc = 4; fairy7.offsetVal = 45; fairy7.itemDrop = 1; fairy7.bullet = c3; fairy7.silenced = true; yield return(new WaitForSeconds(1)); Enemy fairy8 = Instantiate(a2, new Vector3(-1, 22, 0), Quaternion.identity); fairy8.direction = new Vector3(0, -1, 0); fairy8.setParameters(1, .075f, 0, .075f, .075f, 1, false, 250); fairy8.setShotParameters(3, .075f, 0, .075f, .075f, 1, false); fairy8.shotDelay = 30; fairy8.shotTimer = -90; fairy8.noForCirc = 4; fairy8.offsetVal = 45; fairy8.itemDrop = 2; fairy8.bullet = c3; fairy8.silenced = true; Enemy fairy9 = Instantiate(a2, new Vector3(-7, 22, 0), Quaternion.identity); fairy9.direction = new Vector3(0, -1, 0); fairy9.setParameters(1, .075f, 0, .075f, .075f, 1, false, 250); fairy9.setShotParameters(3, .075f, 0, .075f, .075f, 1, false); fairy9.shotDelay = 30; fairy9.shotTimer = -90; fairy9.noForCirc = 4; fairy9.offsetVal = 45; fairy9.itemDrop = 2; fairy9.bullet = c3; fairy9.silenced = true; yield return(new WaitForSeconds(0.5f)); Enemy fairy10 = Instantiate(a2, new Vector3(-4, 22, 0), Quaternion.identity); fairy10.direction = new Vector3(0, -1, 0); fairy10.setParameters(1, .05f, 0, .05f, .05f, 1, false, 500); fairy10.setShotParameters(1, .075f, 0, .075f, .075f, 1, false); fairy10.indirect = true; fairy10.variance = 5; fairy10.shotDelay = 20; fairy10.shotTimer = -40; fairy10.itemDrop = 1; fairy10.bullet = c2; GameObject sigil2 = Instantiate(Controller.Instance.sigil, fairy10.transform.position, Quaternion.identity, fairy10.transform); sigil2.transform.localScale *= .25f; yield return(new WaitForSeconds(0.5f)); fairy6.velocity = 0; fairy7.velocity = 0; yield return(new WaitForSeconds(1f)); fairy8.velocity = 0; fairy9.velocity = 0; fairy10.velocity = 0; yield return(new WaitForSeconds(2.25f)); Enemy fairy11 = Instantiate(a, new Vector3(-1, 22, 0), Quaternion.identity); fairy11.direction = new Vector3(0, -1, 0); fairy11.setParameters(1, .05f, 0, .05f, .05f, 1, false, 15); fairy11.setShotParameters(1, .1f, 0, .1f, .1f, 1, false); fairy11.shotDelay = 60; fairy11.shotTimer = -15; fairy11.itemDrop = 2; fairy11.bullet = c1; Enemy fairy12 = Instantiate(a, new Vector3(-7, 22, 0), Quaternion.identity); fairy12.direction = new Vector3(0, -1, 0); fairy12.setParameters(1, .05f, 0, .05f, .05f, 1, false, 15); fairy12.setShotParameters(1, .1f, 0, .1f, .1f, 1, false); fairy12.shotDelay = 60; fairy12.shotTimer = -15; fairy12.itemDrop = 2; fairy12.bullet = c1; yield return(new WaitForSeconds(.5f)); Enemy fairy13 = Instantiate(a, new Vector3(-1, 22, 0), Quaternion.identity); fairy13.direction = new Vector3(0, -1, 0); fairy13.setParameters(1, .05f, 0, .05f, .05f, 1, false, 15); fairy13.setShotParameters(1, .1f, 0, .1f, .1f, 1, false); fairy13.shotDelay = 60; fairy13.shotTimer = -15; fairy13.itemDrop = 1; fairy13.bullet = c1; Enemy fairy14 = Instantiate(a, new Vector3(-7, 22, 0), Quaternion.identity); fairy14.direction = new Vector3(0, -1, 0); fairy14.setParameters(1, .05f, 0, .05f, .05f, 1, false, 15); fairy14.setShotParameters(1, .1f, 0, .1f, .1f, 1, false); fairy14.shotDelay = 60; fairy14.shotTimer = -15; fairy14.itemDrop = 1; fairy14.bullet = c1; yield return(new WaitForSeconds(.5f)); Enemy fairy15 = Instantiate(a, new Vector3(-1, 22, 0), Quaternion.identity); fairy15.direction = new Vector3(0, -1, 0); fairy15.setParameters(1, .05f, 0, .05f, .05f, 1, false, 15); fairy15.setShotParameters(1, .1f, 0, .1f, .1f, 1, false); fairy15.shotDelay = 60; fairy15.shotTimer = -15; fairy15.itemDrop = 2; fairy15.bullet = c1; Enemy fairy16 = Instantiate(a, new Vector3(-7, 22, 0), Quaternion.identity); fairy16.direction = new Vector3(0, -1, 0); fairy16.setParameters(1, .05f, 0, .05f, .05f, 1, false, 15); fairy16.setShotParameters(1, .1f, 0, .1f, .1f, 1, false); fairy16.shotDelay = 60; fairy16.shotTimer = -15; fairy16.itemDrop = 2; fairy16.bullet = c1; yield return(new WaitForSeconds(.5f)); fairy11.mvtFxn = 2; fairy11.deltaAngle = -3; fairy11.moveTimer = 60; fairy12.mvtFxn = 2; fairy12.deltaAngle = 3; fairy12.moveTimer = 60; Enemy fairy17 = Instantiate(a, new Vector3(-1, 22, 0), Quaternion.identity); fairy17.direction = new Vector3(0, -1, 0); fairy17.setParameters(1, .05f, 0, .05f, .05f, 1, false, 15); fairy17.setShotParameters(1, .1f, 0, .1f, .1f, 1, false); fairy17.shotDelay = 60; fairy17.shotTimer = -15; fairy17.itemDrop = 1; fairy17.bullet = c1; Enemy fairy18 = Instantiate(a, new Vector3(-7, 22, 0), Quaternion.identity); fairy18.direction = new Vector3(0, -1, 0); fairy18.setParameters(1, .05f, 0, .05f, .05f, 1, false, 15); fairy18.setShotParameters(1, .1f, 0, .1f, .1f, 1, false); fairy18.shotDelay = 60; fairy18.shotTimer = -15; fairy18.itemDrop = 1; fairy18.bullet = c1; yield return(new WaitForSeconds(.5f)); fairy13.mvtFxn = 2; fairy13.deltaAngle = -3; fairy13.moveTimer = 60; fairy14.mvtFxn = 2; fairy14.deltaAngle = 3; fairy14.moveTimer = 60; yield return(new WaitForSeconds(.5f)); fairy15.mvtFxn = 2; fairy15.deltaAngle = -3; fairy15.moveTimer = 60; fairy16.mvtFxn = 2; fairy16.deltaAngle = 3; fairy16.moveTimer = 60; yield return(new WaitForSeconds(.5f)); fairy17.mvtFxn = 2; fairy17.deltaAngle = -3; fairy17.moveTimer = 60; fairy18.mvtFxn = 2; fairy18.deltaAngle = 3; fairy18.moveTimer = 60; yield return(new WaitForSeconds(5)); fairy6.direction = new Vector3(1, 0, 0); fairy7.direction = new Vector3(-1, 0, 0); fairy8.direction = new Vector3(1, 0, 0); fairy9.direction = new Vector3(-1, 0, 0); fairy10.direction = new Vector3(0, 1, 0); fairy6.velocity = .05f; fairy7.velocity = .05f; fairy8.velocity = .05f; fairy9.velocity = .05f; fairy10.velocity = .05f; yield return(new WaitForSeconds(3)); //Wave 3: Two X-shot fairies and a pair of burst streams. Enemy fairy19 = Instantiate(a, new Vector3(0, 22, 0), Quaternion.identity); fairy19.direction = new Vector3(0, -1, 0); fairy19.setParameters(1, .05f, 0, .05f, .05f, 1, false, 250); fairy19.setShotParameters(3, .075f, 0, .075f, .075f, 1, false); fairy19.transform.localScale *= 1.5f; fairy19.shotDelay = 20; fairy19.shotTimer = -90; fairy19.noForCirc = 4; fairy19.offsetVal = 45; fairy19.offsetInc = -12; fairy19.itemDrop = 1; fairy19.bullet = c; GameObject sigil3 = Instantiate(Controller.Instance.sigil, fairy19.transform.position, Quaternion.identity, fairy19.transform); sigil3.transform.localScale *= .25f; Enemy fairy20 = Instantiate(a, new Vector3(-8, 22, 0), Quaternion.identity); fairy20.direction = new Vector3(0, -1, 0); fairy20.setParameters(1, .05f, 0, .05f, .05f, 1, false, 250); fairy20.setShotParameters(3, .075f, 0, .075f, .075f, 1, false); fairy20.transform.localScale *= 1.5f; fairy20.shotDelay = 20; fairy20.shotTimer = -90; fairy20.noForCirc = 4; fairy20.offsetVal = 45; fairy20.offsetInc = 12; fairy20.itemDrop = 1; fairy20.bullet = c; GameObject sigil4 = Instantiate(Controller.Instance.sigil, fairy20.transform.position, Quaternion.identity, fairy20.transform); sigil4.transform.localScale *= .25f; Enemy fairy21 = Instantiate(a, new Vector3(-3, 22, 0), Quaternion.identity); fairy21.direction = new Vector3(0, -1, 0); fairy21.setParameters(1, .05f, 0, .05f, .05f, 1, false, 300); fairy21.setShotParameters(1, .075f, 0, .075f, .075f, 1, false); fairy21.shotDelay = 60; fairy21.shotTimer = -40; fairy21.itemDrop = 3; fairy21.bullet = c4; GameObject sigil5 = Instantiate(Controller.Instance.sigil, fairy21.transform.position, Quaternion.identity, fairy21.transform); sigil5.transform.localScale *= .25f; Enemy fairy22 = Instantiate(a, new Vector3(-5, 22, 0), Quaternion.identity); fairy22.direction = new Vector3(0, -1, 0); fairy22.setParameters(1, .05f, 0, .05f, .05f, 1, false, 300); fairy22.setShotParameters(1, .075f, 0, .075f, .075f, 1, false); fairy22.shotDelay = 60; fairy22.shotTimer = -40; fairy22.itemDrop = 3; fairy22.bullet = c4; GameObject sigil6 = Instantiate(Controller.Instance.sigil, fairy22.transform.position, Quaternion.identity, fairy22.transform); sigil6.transform.localScale *= .25f; yield return(new WaitForSeconds(1.5f)); fairy19.velocity = 0; fairy20.velocity = 0; fairy21.velocity = 0; fairy22.velocity = 0; yield return(new WaitForSeconds(10)); fairy19.direction = GlobalFxns.ToVect(-45); fairy20.direction = GlobalFxns.ToVect(-135); fairy21.direction = GlobalFxns.ToVect(-45); fairy22.direction = GlobalFxns.ToVect(-135); fairy19.velocity = .05f; fairy20.velocity = .05f; fairy21.velocity = .05f; fairy22.velocity = .05f; yield return(new WaitForSeconds(5)); //Wave 4: Wisps that pop up every few secs or so. Yuugi-style lasers. Enemy wisp1 = Instantiate(a1, new Vector3(.75f, 22, 0), Quaternion.identity); wisp1.setParameters(1, .05f, 0, .05f, .05f, 1, false, 100); wisp1.setShotParameters(10, .075f, 0, .075f, .075f, 1, false); wisp1.direction = new Vector3(0, -1, 0); wisp1.offsetInc = 15; wisp1.shotDelay = 10; wisp1.shotTimer = -110; wisp1.itemDrop = 1; yield return(new WaitForSeconds(.5f)); Enemy wisp2 = Instantiate(a1, new Vector3(-6.75f, 22, 0), Quaternion.identity); wisp2.setParameters(1, .05f, 0, .05f, .05f, 1, false, 100); wisp2.setShotParameters(10, .075f, 0, .075f, .075f, 1, false); wisp2.direction = new Vector3(0, -1, 0); wisp2.offsetInc = 15; wisp2.shotDelay = 10; wisp2.shotTimer = -110; wisp2.itemDrop = 1; yield return(new WaitForSeconds(.5f)); Enemy wisp3 = Instantiate(a1, new Vector3(-1.5f, 22, 0), Quaternion.identity); wisp3.setParameters(1, .05f, 0, .05f, .05f, 1, false, 100); wisp3.setShotParameters(10, .075f, 0, .075f, .075f, 1, false); wisp3.direction = new Vector3(0, -1, 0); wisp3.offsetInc = 15; wisp3.shotDelay = 10; wisp3.shotTimer = -110; wisp3.itemDrop = 2; yield return(new WaitForSeconds(.5f)); Enemy wisp4 = Instantiate(a1, new Vector3(-7.25f, 22, 0), Quaternion.identity); wisp4.setParameters(1, .05f, 0, .05f, .05f, 1, false, 100); wisp4.setShotParameters(10, .075f, 0, .075f, .075f, 1, false); wisp4.direction = new Vector3(0, -1, 0); wisp4.offsetInc = 15; wisp4.shotDelay = 10; wisp4.shotTimer = -110; wisp4.itemDrop = 2; wisp1.velocity = 0; yield return(new WaitForSeconds(.5f)); wisp2.velocity = 0; yield return(new WaitForSeconds(.5f)); wisp3.velocity = 0; yield return(new WaitForSeconds(.5f)); wisp4.velocity = 0; yield return(new WaitForSeconds(3)); wisp1.direction = GlobalFxns.ToVect(-60); wisp1.velocity = .025f; yield return(new WaitForSeconds(.5f)); wisp2.direction = GlobalFxns.ToVect(-120); wisp2.velocity = .025f; yield return(new WaitForSeconds(.5f)); wisp3.direction = GlobalFxns.ToVect(-60); wisp3.velocity = .025f; yield return(new WaitForSeconds(.5f)); wisp4.direction = GlobalFxns.ToVect(-120); wisp4.velocity = .025f; yield return(new WaitForSeconds(3)); //Wave 5: More Yuugi wisps. Add 4 that aim at player. //Wave 6: Death fairy. Would be a midboss, but screw it, outta time. Enemy deathFairy = Instantiate(a2, new Vector3(-4, 22, 0), Quaternion.identity); deathFairy.setParameters(1, .05f, 0, .05f, .05f, 1, false, 1250); deathFairy.direction = new Vector3(0, -1, 0); deathFairy.bullet = deathFairy.bullet2; GameObject sigil7 = Instantiate(Controller.Instance.sigil, deathFairy.transform.position, Quaternion.identity, deathFairy.transform); sigil7.transform.localScale *= .25f; yield return(new WaitForSeconds(2)); deathFairy.velocity = 0; deathFairy.setShotParameters(9, .05f, 0, .05f, .05f, 1, false); deathFairy.shotDelay = 2; deathFairy.itemDrop = 4; //Boss time~ yield return(new WaitForSeconds(25)); Controller.Instance.clearScreen = true; yield return(new WaitForSeconds(2)); Controller.Instance.clearScreen = false; yield return(new WaitForSeconds(3)); //Spawn Boss Boss3 boss = Instantiate(b, new Vector3(-4, 22, 0), Quaternion.identity); }