////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public void GoToPosition(Vector3 position) { if(!_isAttacking){ _target = null; navMeshAgent.SetDestination(position); } }
/// <summary> /// 出現時処理。 /// </summary> public void AppearNext() { // 次の敵へ currentID++; var go = Instantiate(enemyObjectBase) as GameObject; enemyObject = go.GetComponent<EnemyController>(); enemyObject.ID = currentID; EnemyData data = EnemyData.Get(currentID - 1); if (data == null) { GameManager.Instance().OnAllKilled(); return; } enemyObject.HP = data.hp; enemyObject.MaxHP = data.hp; enemyObject.hpGauge = hpGauge; enemyObject.hpGauge.SetPercent(1); enemyObject.Appear(); enemyObject.data = data; enemyObject.damageNumber = damageNumber; enemyObject.hpGauge.SetElement(data.element); Debug.Log("Enemy was appeard."); Debug.Log("ID : " + enemyObject.ID); Debug.Log("HP : " + enemyObject.HP); }
// Use this for initialization public override void Start() { myRigidBody = GetComponent<Rigidbody2D>(); enemyController = GetComponent<EnemyController>(); timeOut = turnDelay; base.Start(); }
public static void NewGame() { auto = false; data = new GameData(); enemyController = new EnemyController(); ILevelBuilder generator = new LevelGenerator(); data.level = generator.Generate(); for (int i = 0; i < data.level.doors.Count; i++) { data.level.doors[i].Init(); } data.SpawnPlayer(); //DEBUG STUFF //data.inventory.Add(ItemLibrary.Get().items[5], 1); foreach (IGameDataChangeListener listener in GAMEDATA_CHANGE_LISTENERS) { listener.OnGameDataChange(data); } //ConsolePseudoRaycast.CastRay(new Vector2(14, 1), new Vector2(16, 3)); //Console.ReadKey(); }
// Use this for initialization void Start () { //init wallFlag = false; maps = new GameObject[NUMBER_OBJ]; CreateMapOnStart(); //Find GameController gameControllerObj = GameObject.Find ("GameController"); clt = gameControllerObj.GetComponent <GameController>(); //Debug.Log ("AAAAAAAAAAAAAAAAAAAAAA: sss" + clt.character.transform.position.x); //Find EnemyController enemyControllerObj = GameObject.Find ("EnemyController"); enemyController = enemyControllerObj.GetComponent <EnemyController>(); mapsPath = new string[NUMBER_MAPS_TYPE]; mapsPath [0] = "Prefabs/Maps/way"; mapsPath [1] = "Prefabs/Maps/way_duongreu"; mapsPath [2] = "Prefabs/Maps/way_ground"; wallPath = "Prefabs/Maps/wall_easy"; wallsHardPath = new string[3]; wallsHardPath [0] = "Prefabs/Maps/wall_hard_left"; wallsHardPath [1] = "Prefabs/Maps/wall_hard_center"; wallsHardPath [2] = "Prefabs/Maps/wall_hard_right"; walls = new List<GameObject> (); }
void FindTarget() { // pick closest enemy float smallestDistance = 0; EnemyController closest = null; foreach (Transform t in Game.EnemyGroup) { float distance = (transform.position-t.position).magnitude; if (closest == null || distance < smallestDistance) { smallestDistance = distance; closest = t.GetComponent<EnemyController>(); } } if (closest != null && smallestDistance < enemySearchRadius) { boidComponent.GetBehaviour("ToPlayer").SetWeight(0); boidComponent.GetBehaviour("ToEnemy").SetWeight(1); target = closest; (boidComponent.GetBehaviour("ToEnemy") as ArrivalBehaviour).targetObject = target.transform; } else if ((closest == null || smallestDistance > enemySearchRadius) && boidComponent.GetBehaviour("ToEnemy").weight != 0) { boidComponent.GetBehaviour("ToEnemy").SetWeight(0); boidComponent.GetBehaviour("ToPlayer").SetWeight(1); } }
private void Shoot() { Ray ray = new Ray(Camera.main.transform.position, Camera.main.transform.forward); RaycastHit hitInfo; if (Physics.Raycast(ray, out hitInfo) || !Physics.Raycast(ray, out hitInfo))//wheter we hit something or not shoot { try { Vector3 hitPoint = hitInfo.point; Instantiate(bulletPrefab, hitPoint, Quaternion.identity); if(bulletPrefab != null) { audio.PlayOneShot(shotSound); bullets--; enemy = hitInfo.collider.GetComponent<EnemyController>(); if (hitInfo.collider.tag == "Enemy") { enemy.Damage(); } } } catch (NullReferenceException e) {//if no object is hit //do nothing because we want to shoot anyway } } }
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public void GoToEnemy(GameObject enemy) { if(!_isAttacking){ _target = enemy.GetComponent<EnemyController>(); navMeshAgent.SetDestination(enemy.transform.position); } }
/// <summary> /// Calculates the coeficients for scaling /// </summary> /// <param name="player"></param> /// <param name="enemy"></param> /// <returns></returns> public float CalculateCoeficient(PlayerController player, EnemyController enemy) { if (player.GetSize() > player.startsize * 2f) { return coeficient = 0.012f; } if (player.GetSize() > player.startsize * 4f) { return coeficient = 0.015f; } if (player.GetSize() > player.startsize * 6f) { return coeficient = enemy.GetSize() * 0.016f; } else { if (player.GetSize() < player.startsize * 2) { if (player.GetSize() <= player.startsize * 0.5f) { return coeficient = enemy.GetSize() * 0.02f; } else { return coeficient = enemy.GetSize() * 0.025f; } } } return coeficient; }
private void Start() { if (GameController.Instance.battleType == BattleType.Team && GameController.Instance.isMaster) { enemyController = TranscriptManager._instance.GetComponent<EnemyController>(); } }
public Vector3 MoveLogic(EnemyController enemy, GameObject player) { if (LMHelper.IsInRange(enemy, player)) { enemy.SetAggroState(true); //aggroed if within aggro range float pm = enemy.GetPrevMvt().magnitude; Vector3 mvt; // If hitting a wall and moving slowly, take a detour sideways // (prevents behavior if out in the open or if it happens to graze a wall while moving rapidly) if (enemy.GetWallHit() && pm <= .05) { Vector3 direct = LMHelper.BaseMoveLogic(enemy, player); //first get direct approach mvt = Vector3.Cross(direct, new Vector3(0f, 1f, 0f)); //cross with vertical to get left perpendicular if (Time.time % 4 <= 0.02) { mvt *= -1; //flip direction every 5 seconds } mvt -= direct * (Random.value - 0.5f); //take random angle from straight perpendicular mvt.Normalize(); //re-normalize } else // otherwise chase as normal { mvt = LMHelper.BaseMoveLogic(enemy, player); } return mvt; } enemy.SetAggroState(false); return new Vector3(0f, 0f, 0f); }
// Use this for initialization void Start () { currentCooldownTime = 0; envr = GameObject.FindObjectOfType<Environment> (); partyController = envr.gameObject.GetComponent<PartyController> (); enemyController = envr.gameObject.GetComponent<EnemyController> (); mainCamera = Camera.main; }
private void KillTarget() { _target.OnKilled(); _rocksFX.Emit(15); _isAttacking = false; _target = null; }
//Rigidbody enemyRigidbody; void Awake() { //enemyRigidbody = GetComponent <Rigidbody> (); ec = GetComponent <EnemyController> (); anim = GetComponent <Animator> (); nav = GetComponent <NavMeshAgent> (); }
void Start() { bandera = true; tiempo = Time.time; //aux_tiempo = Time.time; Parent = gameObject.GetComponentInParent<EnemyController> (); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { enemyController = animator.gameObject.GetComponent<EnemyController> (); targetPosition = enemyController.target.transform.position; direction = (targetPosition - enemyController.gameObject.transform.position).normalized; }
public void Before() { GameObject = new GameObject(); var movement = Substitute.For<EnemyMovement>(); movement.PositionTransform(Arg.Any<EnemyPosition>(), DeltaTime).ReturnsForAnyArgs(Vector3.one); movement.RotationTransform(Arg.Any<EnemyPosition>(), DeltaTime).ReturnsForAnyArgs(Quaternion.identity); Controller = new EnemyController(movement, new RandomSpawner(), new HealthBar()); }
public void GoToEnemy(EnemyController enemy) { if (!_isAttacking) { _target = enemy; _navMeshAgent.SetDestination(enemy.CachedTransform.position); } }
void Awake() { { enemyController = GameObject.FindGameObjectWithTag("EnemyController").GetComponent<EnemyController>(); soldierManager = GameObject.FindObjectOfType<SoldierManager>(); soldierManager.Attach(enemyController); } }
public float RealRadiansOfEnemy(EnemyController ec) { float degrees = (ec.GetTrackID()-1)*60; //clockwise of y-axis degrees += 15*ec.GetTrackLane(); //negative trackpos is left side, positive is right side, 0 is middle degrees = ((360-degrees) + 90)%360; //convert to counterclockwise of x axis degrees *= Mathf.Deg2Rad; return degrees; }
public MapWalkState() : base(GameStates.MapWalk) { _playerView = GameManager.Instance.PlayerView; _mapView = GameManager.Instance.MapView; _enemyController = GameObject.Find("EnemyController").GetComponent<EnemyController>(); }
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// IEnumerator KillTarget() { yield return new WaitForSeconds(0.25f); _target.GetComponent<EnemyController>().OnKilled(); //gameController.OnEnemyKilled(); //Not necessary, using events to reduce coupling _isAttacking = false; _target = null; }
private bool EnemyAttacking(EnemyController ec) { if (ec.CurrentAction == animHashes.slashState || ec.CurrentAction == animHashes.lungeState || ec.CurrentAction == animHashes.swipeState) { return true; } return false; }
void Update() { eController = this.gameObject.GetComponent<EnemyController>(); if (eController.hitPlayer && pStats.PowerUp) Destroy(this.gameObject); else if (eController.hitPlayer && !pStats.PowerUp) pStats.health -= 1; }
void Awake() { _instance=this; //player=GameObject.FindGameObjectWithTag("Player"); enemyController = this.GetComponent<EnemyController>(); enemyController.OnCreateEnemy += this.OnCreateEnemy; enemyController.OnAsyncEnemyPostionRotation += this.OnSyncEnemyPostionRotation; enemyController.OnSyncEnemyAnimation += this.OnSyncEnemyAnimation; }
void KillEnemy(EnemyController.EnemyType type) { switch(type){ case EnemyController.EnemyType.NakedWhiteShorts: playerScore += WiteEnemyScore; GameObject.Find("gui").SendMessage("SetScore", playerScore); break; } }
public void SetFightSequenceReferences(EnemyController controller, EnemyEncounter encounter, FindFightPositions fightPositions) { enemyController = controller; enemyEncounter = encounter; findFightPositions = fightPositions; simulataneousAttackingEnemies = 1; }
public Vector3 MoveLogic(EnemyController enemy, GameObject player) { if (LMHelper.IsInRange(enemy, player)) { enemy.SetAggroState(true); //aggroed if within aggro range return LMHelper.BaseMoveLogic(enemy, player); } enemy.SetAggroState(false); return new Vector3 (0f, 0f, 0f); }
void Start() { exp = 0; magic = 0; level = 1; shotIcon_Image.sprite = shotSpriteArray[0]; enemy_Controller = FindObjectOfType<EnemyController>(); }
public void Damage(EnemyController enemy) { Debug.Log ("player damaged"); hp -= enemy.damage; hpText.text = "HP: " + hp; isHit = true; kickback = true; direction = transform.position - enemy.transform.position; StartCoroutine (DamageCoRoutine(enemy)); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ec = animator.GetComponentInParent <EnemyController>(); }
// Start is called before the first frame update void Start() { animator = GetComponent <Animator>(); enemyController = GetComponent <EnemyController>(); }
private float posX, posY;//vi tri x va y cua hieu ung private void Start() { enemy = GetComponentInParent <EnemyController>(); damageAmount = enemy.str; }
public IdleState(EnemyController enemyController) { m_enemyController = enemyController; }
public void RegisterEnemy(EnemyController enemy) { enemies.Add(enemy); numberOfEnemiesTotal++; }
// Use this for initialization void Start() { controller = GetComponent <EnemyController>(); skill = GetComponent <EnemyUseSkill>(); }
//I GOT YA public override void SkillTwo() { if (finishedSkillTwo) { return; } if (Input.GetKeyDown(KeyCode.Escape)) { gunsight.SetActive(false); playerController.AbortSkillTwo(); return; } if (Input.GetMouseButtonDown(0) && enemySelected != null) { //deactivate aim e gunsight gunsight.SetActive(false); EnemyController enContr = enemySelected.GetComponent <EnemyController>(); enContr.DeactivateAimBox(); //throw hook GameObject hookToThrow = GameObject.Instantiate(hook); hookToThrow.transform.position = gameObject.transform.position; Hook hookScript = hookToThrow.GetComponent <Hook>(); hookScript.playerToReach = enemySelected.transform; NetworkServer.Spawn(hookToThrow); anim.SetTrigger("SkillTwo"); //apply stun is skill is unlocked if (iGotYaStun) { enContr.ApplyStun(iGotYaStunDuration); } //deal damage to the enemies in the area and gets aggro on all of them Collider2D[] colliders = Physics2D.OverlapCircleAll(enemySelected.transform.position, iGotYaDmgArea); foreach (Collider2D collider in colliders) { if (collider.CompareTag(Tags.enemy)) { CmdSkillTwo(collider.gameObject); } } finishedSkillTwo = true; StartCoroutine("ResetFinishedSkillTwo"); playerController.IncreaseUltimateCharge(ConstantsDictionary.ultiIncreaseForSkill); CmdComboField(enemySelected.transform.position); return; } //far vedere l'area intorno al fisherman in cui si possono selezionare i nemici gunsight.transform.position = transform.position; gunsight.transform.localScale = new Vector3(iGotYaDmgArea, iGotYaDmgArea, 1); gunsight.SetActive(true); //inizializzazione variabili di ricerca bool found = false; Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); bool check = false; //prendo tutti i collider dove c'è il mouse Collider2D[] col = Physics2D.OverlapPointAll(mousePosition); EnemyController controllerSelected = null; if (col.Length > 0) { foreach (Collider2D c in col) { if (c.gameObject.CompareTag(Tags.enemy) && (Vector2.Distance(gameObject.transform.position, c.gameObject.transform.position) < iGotYaDmgArea)) { check = true; enemySelected = c.gameObject; controllerSelected = enemySelected.GetComponent <EnemyController>(); controllerSelected.ActivateAimBox(); break; } } } if (check) { found = true; if (controllerSelected != lastEnemySelected) { if (lastEnemySelected != null) { lastEnemySelected.DeactivateAimBox(); } lastEnemySelected = controllerSelected; } } if (lastFound == true && found == false) { if (lastEnemySelected != null) { lastEnemySelected.DeactivateAimBox(); } enemySelected = null; } lastFound = found; }
private void OnParticleCollision(GameObject collision) { float damageScaler = 1f; player = GameObject.FindGameObjectWithTag("Player"); PlayerController controller = player.GetComponent <PlayerController>(); if (controller == null) { Debug.LogWarning("Player controller does not exist!"); } else { PlayerController.Upgradable damageUpgrade = controller.FindUpgradable("Damage"); if (damageUpgrade == null) { Debug.LogWarning("The upgrade does not exist!"); } else { damageScaler = damageUpgrade.GetScaler(); } } ps = GetComponent <ParticleSystem>(); ParticlePhysicsExtensions.GetCollisionEvents(ps, collision, collisionEvents); foreach (ParticleCollisionEvent collisionEvent in collisionEvents) { Component component = collisionEvent.colliderComponent; if (component == null) { Debug.LogWarning("Component does not exist"); } else { GameObject gameObject = component.gameObject; if (gameObject == null) { Debug.LogWarning("Game object does not exist"); } else { EnemyController enemyController = gameObject.GetComponent <EnemyController>(); if (enemyController == null) { Debug.LogWarning("Enemy controller does not exist!"); } else { enemyController.TakeDamage(damage * damageScaler); } } } //EnemyController enemyController = collisionEvent.colliderComponent.gameObject.GetComponent<EnemyController>(); //if (enemyController == null) Debug.LogWarning("Enemy controller does not exist!"); //else enemyController.TakeDamage(damage * damageScaler); } }
private void Start() { InvokeRepeating("ChangeDirection", 0, DirectionChangeTime); movementController = GetComponent <MovementController>(); enemyController = GetComponent <EnemyController>(); }
public PlayerCharacterController GetNearestCharacter(EnemyController enemy) { return(nearestCharacter[enemy]); }
public AttackState(EnemyController enemyController) { this.enemyController = enemyController; stateID = FSMStateID.Attacking; }
public List <GridTile> GetEnemyPathToNearestCharacter(EnemyController enemy) { return(positionToNearestCharacter[enemy]); }
// Função chamada quando o inimigo morre public void Kill() { Alive = false; controller = null; myRoom.KillableCount--; }
// Start is called before the first frame update void Start() { ec = GetComponent <EnemyController>(); pc = Player.GetComponent <PlayerController>(); }
public void Init(EnemyController enemyController) { EnemyController = enemyController; }
/*private void OnCollisionExit(Collision other) * { * //Debug.Log("Collision " + other.gameObject.name, other.gameObject); * * Transform otherParent = other.transform.parent; * * if (otherParent != null) * { * EnemyController enemy = otherParent.GetComponent<EnemyController>(); * * if (enemy != null) * { * OnBulletHit(enemy); * } * else * { * //Destroy(gameObject); * } * } * }*/ public virtual void OnBulletHit(EnemyController enemy) { enemy.TakeDamage(damage); Destroy(); }
public EnemyLandingState(EnemyController enemyController) : base(enemyController) { }
// Use this for initialization void Start() { controllerReference = GameObject.Find("EnemyController").GetComponent <EnemyController>(); }
// Use this for initialization void Start() { enemyController = GetComponentInParent <EnemyController>(); enemyHitSource.clip = enemyHitClip; }
public override void OnAwake() { enemyController = this.gameObject.GetComponent <EnemyController>(); }
public void loadEnemyInfo() { if (target != null) { //AutoDestroy.destroyChildren(InfoPanel, "Name"); //active tower name if (!infoName.gameObject.activeSelf) { infoName.gameObject.SetActive(true); } EnemyGuideController targetController = target.GetComponent <EnemyGuideController>(); int length = ReadDatabase.Instance.EnemyInfo.Count; GameObject model = Resources.Load <GameObject>("Prefab/Enemy/Enemy"); EnemyController enemyController = model.GetComponent <EnemyController>(); GameSupportor.transferEnemyData(enemyController, ReadDatabase.Instance.EnemyInfo[targetController.ID]); EnemyGuideInfoController info = infoEnemy.GetComponent <EnemyGuideInfoController>(); info.Image.mainTexture = targetController.Icon.mainTexture; info.labelLevel.text = enemyController.level.ToString(); info.labelHP.text = enemyController.attribute.HP.Max.ToString(); info.labelDEF.text = enemyController.attribute.DEF.ToString(); info.labelCoin.text = enemyController.money.ToString(); info.labelRegion.text = enemyController.region.ToString(); info.labelSpeed.text = PlayConfig.getSpeedString(enemyController.speed); //set visible boss icon if (enemyController.level >= 6) { info.boss.gameObject.SetActive(true); } else { info.boss.gameObject.SetActive(false); } //set level sprite info.spriteLevel.spriteName = "play-level-" + enemyController.level; //set name infoName.text = enemyController.attribute.Name; //set name color Color[] colors = PlayConfig.getColorEnemyName(enemyController.level); infoName.color = colors[0]; infoName.effectColor = colors[1]; } else { EnemyGuideInfoController info = infoEnemy.GetComponent <EnemyGuideInfoController>(); info.Image.mainTexture = Resources.Load <Texture>("Image/Enemy/00 Guide Icon/0x0"); info.labelLevel.text = "?"; info.labelHP.text = "???"; info.labelDEF.text = "???"; info.labelCoin.text = "???"; info.labelRegion.text = "???"; info.labelSpeed.text = "???"; info.boss.gameObject.SetActive(false); info.spriteLevel.spriteName = "play-level-123"; //set name infoName.text = GameConfig.GameName.ToUpper(); //set name color infoName.color = Color.white; infoName.effectColor = Color.black; } }
void Awake() { board = GetComponent <BoardController>(); Instance = this; }
public bool isDeath(EnemyController target) { return(((IState)state).isDeath(target)); }
public FrozenState(EnemyController enemyController) { m_enemyController = enemyController; }
protected float targetLostTimePoint = 0f; // stop chasing point public EnemyChaseActivity(EnemyController _controller) { controller = _controller; }
public void EndTurn() { if (PlayerTurn) { Debug.Log(PlayerCount.Count); if (EnemyCount.Count <= 0) { PlayerVictory(); return; } foreach (Unit playerUnit in PlayerCount) { // if one of the player units has claimed enemy outpost // then the player is victorious if (OwnedOutpost != null) { if (!OwnedOutpost.PlayerOwned) { if (playerUnit.transform.position == OwnedOutpost.transform.position) { PlayerVictory(); return; } } } if (!playerUnit.GetHasMoved()) { return; } } PlayerTurn = false; // find the text used to display whose turn it is (player/enemy) // and update the information Transform turn = canvas.transform.Find("Turn"); Text turnText = turn.GetComponent <Text>(); turnText.text = "Enemy Phase"; turnText.color = Color.red; Debug.Log("Player turn has ended"); EnemyController.EnemyTurn(); return; } else if (!PlayerTurn) { if (PlayerCount.Count <= 0) { PlayerLose(); return; } EnemyController.EnemySelector++; EnemyController.SelectNewUnit(); foreach (Unit enemyUnit in EnemyCount) { if (!enemyUnit.GetHasMoved()) { return; } } PlayerTurn = true; foreach (Unit playerUnit in PlayerCount) { playerUnit.SetHasMoved(false); playerUnit.SetDefending(false); } // find the text used to display whose turn it is (player/enemy) // and update the information. Now that it is the player's turn // again the turn number value also increments Transform turn = canvas.transform.Find("Turn"); Text turnText = turn.GetComponent <Text>(); turnText.text = "Player Phase"; turnText.color = Color.blue; // in level 5, if the player survives for 10 turns then they automatically win if (levelNumber == 5 && TurnNumber > 9) { PlayerVictory(); } Transform turnNo = canvas.transform.Find("TurnNo#"); Text turnNoText = turnNo.GetComponent <Text>(); TurnNumber++; turnNoText.text = "Turn " + TurnNumber.ToString(); Debug.Log("Enemy turn has ended"); return; } }
public bool isAction(EnemyController target) { return(((IState)state).isAction(target)); }
public float TakeDamage(EnemyController target, float value, element damageType) { return(((IState)state).TakeDamage(target, value, damageType)); }
// Use this for initialization void Start() { EnemyController ec = Enemy.GetComponent <EnemyController>(); }
private void EnemyAtBottom(EnemyController enemy) { Destroy(enemy.gameObject); Debug.Log("Enemy Escaped"); }