private void Start() { p = father.GetComponent <Patrol>(); s = father.GetComponent <EnemyFollow>(); rb = father.GetComponent <Rigidbody2D>(); seeing = false; }
void Start() { health = GetComponent <EnemyHealth>(); follow = GetComponent <EnemyFollow>(); slowed = false; dotted = false; }
void OnTriggerEnter2D(Collider2D hitInfo) { EnemyPatrol enemy = hitInfo.GetComponent <EnemyPatrol>(); if (enemy != null) { enemy.TakeDamage(damage); } Destroy(gameObject); EnemyFollow enemy1 = hitInfo.GetComponent <EnemyFollow>(); if (enemy1 != null) { enemy1.TakeDamage(damage); } Destroy(gameObject); EnemyAttack enemy2 = hitInfo.GetComponent <EnemyAttack>(); if (enemy2 != null) { enemy2.TakeDamage(damage); } Destroy(gameObject); }
void Awake() { EnemyStates._states = States.Wander; _anim = GetComponent <Animator>(); _enemyFollow = GetComponent <EnemyFollow> (); _playerTarget = _enemyFollow.PlayerTarget; }
void Start() { rg = GetComponent <Rigidbody2D>(); perceptionComponent = GetComponentInChildren <Perception>(); patrol = GetComponent <Patrol>(); enemyFollow = GetComponent <EnemyFollow>(); }
public void createPyramid(Vector3 position) { EnemyFollow pyramid_radar_point = GameObject.FindGameObjectWithTag("EndPointTrack").GetComponent <EnemyFollow>(); Vector3 current_pos = position; float cube_height = pyramid_height / pyramid_total_cubes; Vector3 current_scale = new Vector3(pyramid_base_width, cube_height, pyramid_base_width); float size_delta = pyramid_base_width / pyramid_total_cubes; for (int i = 0; i < pyramid_total_cubes; ++i) { pyramid_cubes[i] = GameObject.CreatePrimitive(PrimitiveType.Cube); pyramid_cubes[i].tag = "EndPoint"; pyramid_cubes[i].layer = LayerMask.NameToLayer("EndPoint"); pyramid_cubes[i].GetComponent <BoxCollider>().isTrigger = true; pyramid_cubes[i].GetComponent <Renderer>().material = pyramid_material; pyramid_cubes[i].transform.position = current_pos; pyramid_cubes[i].transform.localScale = current_scale; current_pos.y -= cube_height; current_scale.x -= size_delta; current_scale.z -= size_delta; } pyramid_radar_point.enemy = pyramid_cubes[0].gameObject; pyramid_created = true; rotate_start_time = Time.time; }
private void SpawnEnemy() { Entity enemy = GameDataManager.instance.Manager.Instantiate(enemyPrefabEntity); Vector3 position = MathFormulas.RandomCircle(Vector3.zero, AllSettings.Instance.GameAreaEdgeDistance, UnityEngine.Random.Range(-180f, 180f)); GameDataManager.instance.Manager.SetComponentData(enemy, new Translation { Value = position }); GameDataManager.instance.Manager.SetComponentData(enemy, new EnemyData { HealthNum = currentWaveEnemyHp.Number, HealthExpo = currentWaveEnemyHp.Exponent, moveSpeed = EnemyMoveSpeed, moveDistance = position.normalized, HpPercent = 1, Position = position }); if (EnemySpriteQueue.Count == 0 || EnemySpriteQueue.Peek().following) { EnemyFollow enemySprite = Instantiate(EnemySpritePrefab).GetComponent <EnemyFollow>(); enemySprite.NewEnemy(enemy); EnemySpriteQueue.Enqueue(enemySprite); } else { EnemyFollow enemySprite = EnemySpriteQueue.Dequeue(); enemySprite.NewEnemy(enemy); EnemySpriteQueue.Enqueue(enemySprite); } }
void Awake() { _player = GameObject.FindGameObjectWithTag("Player"); _playerHealth = _player.GetComponent <PlayerHealth> (); _enemyFollow = GetComponent <EnemyFollow> (); _anim = GetComponent <Animator> (); }
public override void Start() { player = GameObject.Find("Player"); enemyFollow = self.GetComponent <EnemyFollow> (); // Find my target or create one if (enemyFollow.target == null) { target = new GameObject(); } else { target = enemyFollow.target; } // Define attack positions (offsets from the player's position) rightPositions = new Vector3[] { new Vector3(1, 0, 0), // Rpos0: right new Vector3(1, 1f, 0), // Rpos1: right & up new Vector3(1, -1f, 0), // Rpos2: right & down new Vector3(2f, 0, 0), // Rpos3: right 2x new Vector3(2f, 1f, 0), // Rpos4: right 2x & up new Vector3(2f, -1f, 0) // Rpos5: right 2x & down }; leftPositions = new Vector3[] { new Vector3(-1, 0, 0), // Lpos0: left new Vector3(-1, 1f, 0), // Lpos1: left & up new Vector3(-1, -1f, 0), // Lpos2: left & down new Vector3(-2f, 0, 0), // Lpos3: left 2x new Vector3(-2f, 1f, 0), // Lpos4: left 2x & up new Vector3(-2f, -1f, 0) // Lpos5: left 2x & down }; }
private void Start() { gm = GameManager.GetInstance(); enemyFollow = GetComponent <EnemyFollow>(); pteranodon = GetComponent <Pteranodon>(); spino = GetComponent <SpinoEnemy>(); }
public void Start() { EnemyAnim = GetComponent <Animator>(); EHealth = GetComponent <Enemy>(); ph = player.GetComponent <PlayerHealth>(); ef = GetComponent <EnemyFollow>(); }
private void OnCollisionEnter(Collision collision) { if (!ShotByPlayer) { if (collision.gameObject.tag == "Player") { PlayerStats HP = collision.gameObject.GetComponent <PlayerStats>(); PopUp(); HP.ShotAt(Damage, Shotby); } gameObject.SetActive(false); } if (ShotByPlayer) { if (collision.collider.tag == "Enemy") { EnemyFollow Enemy = collision.gameObject.GetComponent <EnemyFollow>(); Enemy.Stats.HP -= Damage; PopUp(); StaticStats.Stats.Hit += 1; StaticStats.Stats.Score += 100; gameObject.SetActive(false); } else if (collision.collider.gameObject.layer != 9) { gameObject.SetActive(false); } } }
public override void Start() { enemyFollow = self.GetComponent <EnemyFollow> (); player = GameObject.Find("Player"); xDistance = 1f; yDistance = 1f; grabber = player.GetComponent <Grabber> (); }
// Use this for initialization override public void Start() { player = GameObject.Find("Player"); movement = self.GetComponent <Movement>(); enemyFollow = self.GetComponent <EnemyFollow> (); enemyFollow.targetType = EnemyFollow.TargetType.Null; camera = GameObject.Find("Main Camera").GetComponent <Camera>(); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Enemy") { GameObject Enemy = collision.gameObject; enemy = Enemy.GetComponent <EnemyFollow>(); } }
public void SpawnFollowerFromSpawnPoint(int index) { Transform spawnPoint = spawnPoints[index]; GameObject temp = Instantiate(follower, spawnPoint.position, spawnPoint.rotation); EnemyFollow ef = temp.GetComponent <EnemyFollow>(); EnemyDict.Add(ef.enemyId, ef); }
void DamageEnemy(Collider2D collision) { EnemyFollow enemy = collision.GetComponent <EnemyFollow>(); if (enemy) { enemy.TakeDamage(EnemyHitDamage); } }
void SpawnFollower() { int randomIndex = Random.Range(0, spawnPoints.Length); Transform spawnPoint = spawnPoints[randomIndex]; GameObject temp = Instantiate(follower, spawnPoint.position, spawnPoint.rotation); EnemyFollow ef = temp.GetComponent <EnemyFollow>(); EnemyDict.Add(ef.enemyId, ef); }
void Awake() { _rnd = new System.Random(); health += _rnd.Next(additionalHealthFloor, additionalHealthCeiling + 1); playerAttack = GameObject.Find("Player").GetComponent <Attack>(); _blackboard = GetComponent <Blackboard>(); _enemyFollow = GetComponent <EnemyFollow>(); alive = true; grabbed = GetComponent <Grabbable>(); }
void Awake() { _scale = transform.localScale; _enemyStates = GetComponent <EnemyStates> (); _enemyStates.states = States.Wander; _anim = GetComponent <Animator>(); _enemyFollow = GetComponent <EnemyFollow> (); _playerTarget = _enemyFollow.PlayerTarget; }
void Start() { rb = GetComponent <Rigidbody2D>(); target = GameObject.FindGameObjectWithTag("Enemy").GetComponent <EnemyFollow>(); if (target) { moveDirection = (target.transform.position - transform.position).normalized; rb.velocity = moveDirection * speed; } }
// Start is called before the first frame update void Start() { Follow = GetComponent <EnemyFollow>(); Patrol = GetComponent <Patrol>(); LoS = GetComponent <EnemyLineOfSight>(); Patrol.enabled = true; LoS.enabled = true; Follow.enabled = false; }
private IEnumerator WaitForActiveFollow() { yield return(new WaitForSeconds(initialAnimationTime)); EnemyFollow enemyFollow = GetComponent <EnemyFollow>(); if (enemyFollow != null) { enemyFollow.Active = true; } }
// Use this for initialization void Start() { initialHealth = Random.Range(minHealth, maxHealth); currentHealth = initialHealth; healthbarSize = healthbar.sizeDelta.x; isAlive = true; gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); enemyFollow = GetComponent <EnemyFollow>(); anim = GetComponentInChildren <Animator>(); }
public override void Start() { timer = 0; duration = 2.5f; player = GameObject.Find("Player"); baseCollision = self.GetComponent <BaseCollision> (); movement = self.GetComponent <Movement> (); enemyFollow = self.GetComponent <EnemyFollow> (); enemyFollow.targetType = EnemyFollow.TargetType.Null; camera = GameObject.Find("Main Camera").GetComponent <Camera>(); }
IEnumerator Slow(Collider enemy) { EnemyFollow moveSpeed = enemy.GetComponent <EnemyFollow>(); moveSpeed.moveSpeed -= multiplier; yield return(new WaitForSeconds(duration)); moveSpeed.moveSpeed /= multiplier; }
override public void Start() { player = GameObject.Find("Player"); enemyFollow = self.GetComponent <EnemyFollow> (); layerMask = LayerMask.GetMask("Environment"); baseCollision = self.GetComponent <BaseCollision> (); movement = self.GetComponent <Movement> (); diagonalMovementSpeed = (movement.horizontalMovementSpeed + movement.vericalMovementSpeed) / 2; // Stop following enemyFollow.targetType = EnemyFollow.TargetType.Null; }
public void OnCollisionEnter2D(Collision2D collision) { EnemyAttack enemyAttack = collision.collider.GetComponent <EnemyAttack>(); EnemyFollow enemyFollow = collision.collider.GetComponent <EnemyFollow>(); EnemyPatrol enemyPatrol = collision.collider.GetComponent <EnemyPatrol>(); EnemyShoot enemyShoot = collision.collider.GetComponent <EnemyShoot>(); if (health <= 0 || enemyPatrol != null || enemyAttack != null || enemyFollow != null || enemyShoot != null) { Destroy(gameObject); FindObjectOfType <GameManager>().GameOver(); } }
private void Awake() { _animator = GetComponent <Animator>(); _movement = GetComponent <Movement>(); _movementAI = GetComponent <EnemyFollow>(); _collision = GetComponent <BaseCollision>(); _characterState = GetComponent <CharacterState>(); _knockDown = GetComponent <KnockDown>(); _myLayer = gameObject.layer; _blackboard = GetComponent <Blackboard> (); wasThrown = false; }
override public void Start() { player = GameObject.Find("Player"); enemyFollow = self.GetComponent <EnemyFollow> (); if (enemyFollow.target != null) { target = enemyFollow.target; } else { target = player; } layerMask = LayerMask.GetMask("Environment"); }