// Start is called before the first frame update void Start() { manager = GameObject.Find("EnemyManager"); ManagerScript = manager.GetComponent <EnemyManagerScript>(); playerObject = GameObject.Find("Player"); playerScript = playerObject.GetComponent <PlayerScript>(); float delay = Random.Range(2f, 10f); float rate = Random.Range(2f, 8f); InvokeRepeating("Fire", delay, rate); int yposition = (int)transform.position.y; if (yposition % 2 == 0) { direction = -1; } else { direction = 1; } minDistance = transform.position.x + minDistance; maxDistance = transform.position.x + maxDistance - .5f; spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); spedUp = false; }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); manager = GameObject.Find("EnemyManager"); ManagerScript = manager.GetComponent <EnemyManagerScript>(); StartCoroutine("Launch"); }
// Use this for initialization void Awake() { powerUp = GameObject.Instantiate(Resources.Load <GameObject>("Prefabs/PowerUp")); powerUp.SetActive(false); environment = GameObject.Find("Environment"); attributeShardList = new List <GameObject>(); for (int i = 0; i < 10; i++) { attributeShard = GameObject.Instantiate(Resources.Load <GameObject>("Prefabs/AttributeShard")); attributeShard.transform.SetParent(this.transform); attributeShardList.Add(attributeShard); attributeShard.SetActive(false); } agent = GetComponent <NavMeshAgent>(); player = GameObject.Find("Player"); playerScript = player.GetComponent <Player>(); agent.destination = player.transform.position; enemyManagerScript = GameObject.Find("EnemyManager").GetComponent <EnemyManagerScript>(); rb = GetComponent <Rigidbody>(); hitstun = 1f; health = 3; rend = GetComponent <Renderer>(); rend.material.shader = Shader.Find("_Color"); healthColor = new Color(.25f * health, .25f * health, .25f * health); rend.material.SetColor("_Color", healthColor); soundManager = GameObject.Find("SoundManager").GetComponent <SoundManager>(); }
// Use this for initialization private void Awake() { instance = this; activeEnemies = new LinkedList <EnemyScript>(); survivors = null; distanceComparer = new EnemyDistanceToGoalComparer(); timeComparer = new EnemyTimeToGoalComparer(); }
private void Awake() { enemyManagerScript = GameObject.FindGameObjectWithTag("EM").GetComponent <EnemyManagerScript>(); if (enemyManagerScript == null) { Debug.LogError("No EnemyManagerScript found!"); } }
// Use this for initialization void Awake() { enemyManagerScript = GameObject.Find("EnemyManager").GetComponent <EnemyManagerScript>(); start = Time.time; secondLevel = false; thirdLevel = false; waveInterval = 6f; }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); animator = this.GetComponent <Animator>(); collider = GetComponent <CircleCollider2D>(); manager = GameObject.Find("EnemyManager"); ManagerScript = manager.GetComponent <EnemyManagerScript>(); StartCoroutine("Launch"); }
// Start is called before the first frame update void Start() { manager = GameObject.Find("EnemyManager"); ManagerScript = manager.GetComponent <EnemyManagerScript>(); playerObject = GameObject.Find("Player"); playerScript = playerObject.GetComponent <PlayerScript>(); playerControlled = true; transform.parent = playerObject.transform; gameObject.tag = "Ally"; }
void Start() { rb = GetComponent <Rigidbody2D>(); collider = GetComponent <CircleCollider2D>(); manager = GameObject.Find("EnemyManager"); ManagerScript = manager.GetComponent <EnemyManagerScript>(); StartCoroutine("Explode"); spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); }
void Awake() { if (Instance != null) { return; } Instance = this; activeEnemies = new List <Transform>(); }
private void Awake() { if (Instance == null) //if instance contains no data (when game starts) -> dont destroy { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); //if instance already contains data -> destroy duplicant (dont create again) } }
void Start() { transform = GetComponent <Transform>(); rigidBody = GetComponent <Rigidbody2D>(); audioSrc = GetComponent <AudioSource>(); playerTransform = GameObject.FindGameObjectsWithTag("Player")[0].GetComponent <Transform>(); enemyManager = GameObject.FindObjectOfType <EnemyManagerScript>(); currentCooldown = 0f; dead = false; InitHp(); }
public void Reset() { ChangeScene(); netrixiInParty = false; folkvarInParty = false; ivInParty = false; barkeeperMad = false; EnemyManagerScript.barkeeperMadNextRound = false; CharacterManagerScript.ResetVariables(); EnemyManagerScript.ClearMoves(); }
//Checks for a touch on the enemy and responds by deducting health void OnTouch() { //Raycast Ray ray = Camera.main.ScreenPointToRay(m_touch); RaycastHit2D hit = Physics2D.Raycast(ray.origin, ray.direction, Mathf.Infinity); //If there is a hit if (hit) { //Checkt the gameObject's tag if (hit.collider.gameObject.tag == "Enemy") { //Get access to the gameObject's enemyManager script enemyManager = hit.collider.gameObject.GetComponent <EnemyManagerScript>(); // - health currentHealth = enemyManager.GetHealth(); currentHealth--; //Set the new health enemyManager.SetHealth(currentHealth); //Check if enemy is dead if (enemyManager.GetHealth() <= 0) { enemyManager.SetIsDead(true); } //If enemy is dead reset if (enemyManager.GetIsDead() == true) { //Reset the enemies position hit.collider.gameObject.transform.position = enemyManager.GetSpawnPos(); //Reset enemies health enemyManager.ResetHealth(); //Set enemy to alive enemyManager.SetIsDead(false); } } } }
private void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); return; } instance = this; for (int i = 0; i < enemyINData.Count; i++) { enemyIn.Add(i); } for (int i = 0; i < enemyIn.Count; i++) { enemyDictionary.Add(i, enemyINData[i]); } //refers to all the scrptable enemy objects. }
// Use this for initialization void Awake() { builder = Object.FindObjectsOfType <Builder>()[0]; enemyManager = Object.FindObjectsOfType <EnemyManagerScript>()[0]; }
private void Awake() { S = this; }
public IEnumerator RunSimulation(int playerFirstAttack, int playerSecondAttack, string enemyFirstAttack, string enemySecondAttack, GameObject runner) { CombatManagerScript.netrixiAttacks = false; CombatManagerScript.folkvarAttacks = false; CombatManagerScript.ivAttacks = false; // FIRST ATTACK yield return(new WaitForSecondsRealtime(moveDelay)); // Check to see if any Main Characters move for their first attack CheckForPlayerMovement(playerFirstAttack, 1); // If any Main Characters did move for their first attack if (didPlayerMove1) { yield return(new WaitForSecondsRealtime(moveDelay)); } // Check to see if any Enemy Characters move for their first attack CheckForEnemyMovement(enemyFirstAttack, 1); // If any Enemy Characters did move for their first attack if (didEnemyMove1) { yield return(new WaitForSecondsRealtime(moveDelay)); } // Check to see what the player's first attack is if (!didPlayerMove1) { AttackScript.PlayerAttack(playerFirstAttack, 1); CombatManagerScript.playerAttacking1 = true; AttackScript.enemyAttack = !AttackScript.enemyAttack; // Wait for attack animation to play yield return(new WaitForSecondsRealtime(attack1Delay)); } // Check to see what the enemy's first attack is if (!didEnemyMove1) { AttackScript.EnemyAttack(enemyFirstAttack, 1, enemyAttacker1); CombatManagerScript.enemyAttacking1 = true; AttackScript.playerAttack = !AttackScript.playerAttack; // Wait for attack animation to play yield return(new WaitForSecondsRealtime(attack1Delay)); } // SECOND ATTACK // Check to see if any Main Characters move for their second attack CheckForPlayerMovement(playerSecondAttack, 2); // If any Main Characters did move for their second attack if (didPlayerMove2) { yield return(new WaitForSecondsRealtime(moveDelay)); } // Check to see if any Enemy Characters move for their second attack CheckForEnemyMovement(enemySecondAttack, 2); // If any Enemy Characters did move for their second attack if (didEnemyMove2) { yield return(new WaitForSecondsRealtime(moveDelay)); } // Check to see what the player's second attack is if (!didPlayerMove2) { AttackScript.PlayerAttack(playerSecondAttack, 2); CombatManagerScript.playerAttacking2 = true; AttackScript.enemyAttack = !AttackScript.enemyAttack; // Wait for attack animation to play yield return(new WaitForSecondsRealtime(attack2Delay)); } // Check to see what the enemy's second attack is if (!didEnemyMove2) { AttackScript.EnemyAttack(enemySecondAttack, 2, enemyAttacker2); CombatManagerScript.enemyAttacking2 = true; AttackScript.playerAttack = !AttackScript.playerAttack; // Wait for attack animation to play yield return(new WaitForSecondsRealtime(attack2Delay)); } // Reset variables once simulation is finished CombatManagerScript.firstAttack = 0; CombatManagerScript.secondAttack = 0; NetrixiCombatScript.ResetNetrixiVariables(); FolkvarCombatScript.ResetFolkvarVariables(); IvCombatScript.ResetIvVariables(); CombatManagerScript.roundNumber += 1; CombatManagerScript.playerAttacking1 = false; CombatManagerScript.playerAttacking2 = false; CombatManagerScript.enemyAttacking1 = false; CombatManagerScript.enemyAttacking2 = false; CombatManagerScript.target1Location = 0; CombatManagerScript.target2Location = 0; CharacterManagerScript.ResetVariables(); EnemyManagerScript.ClearMoves(); didPlayerMove1 = false; didPlayerMove2 = false; didEnemyMove1 = false; didEnemyMove2 = false; // If only one character is alive //if (CombatManagerScript.netrixiAlive && !CombatManagerScript.folkvarAlive && !CombatManagerScript.ivAlive) CombatManagerScript.netrixiAttacks = true; //if (!CombatManagerScript.netrixiAlive && CombatManagerScript.folkvarAlive && !CombatManagerScript.ivAlive) CombatManagerScript.folkvarAttacks = true; //if (!CombatManagerScript.netrixiAlive && !CombatManagerScript.folkvarAlive && CombatManagerScript.ivAlive) CombatManagerScript.ivAttacks = true; Destroy(runner); }
// Use this for initialization void Start() { //Access the enemy manager script enemyManager = gameObject.GetComponent <EnemyManagerScript>(); }
void DetermineNextCombat() { // Determine if the character has joined the party yet if (currentScene >= 2) { netrixiInParty = true; } if (currentScene >= 7) { folkvarInParty = true; } if (currentScene >= 12) { ivInParty = true; } switch (currentScene) { // Fighting a Pirate case 2: EnemyManagerScript.enemy1 = "Pirate"; EnemyManagerScript.enemy2 = "null"; EnemyManagerScript.enemy3 = "null"; EnemyManagerScript.ChangeEnemyLocation(7, 0, 0); HealthManagerScript.StartingHealth(HealthValues.pirateHP, 0, 0); break; // Fighting Folkvar and his two Royal Knights case 4: // Change the Royal Knight to Melee or Ranged randomly if (randomIndex == 0) { EnemyManagerScript.enemy1 = "Folkvar"; EnemyManagerScript.enemy2 = "Royal Knight Melee"; EnemyManagerScript.enemy3 = "null"; EnemyManagerScript.ChangeEnemyLocation(7, 8, 0); HealthManagerScript.StartingHealth(HealthValues.folkvarHP, HealthValues.knightMeleeHP, 0); } else if (randomIndex == 1 || randomIndex == 2) { EnemyManagerScript.enemy1 = "Folkvar"; EnemyManagerScript.enemy2 = "Royal Knight Ranged"; EnemyManagerScript.enemy3 = "null"; EnemyManagerScript.ChangeEnemyLocation(7, 9, 0); HealthManagerScript.StartingHealth(HealthValues.folkvarHP, HealthValues.knightRangedHP, 0); } break; // Fighting Kaz and his two Skull Grunts case 7: EnemyManagerScript.enemy1 = "Skull Grunt Melee"; EnemyManagerScript.enemy2 = "Skull Grunt Ranged"; EnemyManagerScript.enemy3 = "Kaz 1"; EnemyManagerScript.ChangeEnemyLocation(6, 8, 9); HealthManagerScript.StartingHealth(HealthValues.skullMeleeHP, HealthValues.skullRangedHP, HealthValues.kazHP); break; // Fighting the Tavern Brute case 10: EnemyManagerScript.enemy1 = "Tavern Brute"; if (barkeeperMad) { EnemyManagerScript.enemy2 = "Barkeeper"; } else { EnemyManagerScript.enemy2 = "null"; } EnemyManagerScript.enemy3 = "null"; EnemyManagerScript.ChangeEnemyLocation(6, 8, 0); HealthManagerScript.StartingHealth(HealthValues.bruteHP, HealthValues.barkeeperHP, 0); break; // Fighting the Gatekeeper case 12: EnemyManagerScript.enemy1 = "Royal Knight Melee"; EnemyManagerScript.enemy2 = "Royal Knight Ranged"; EnemyManagerScript.enemy3 = "Gatekeeper"; EnemyManagerScript.ChangeEnemyLocation(6, 7, 10); HealthManagerScript.StartingHealth(HealthValues.knightMeleeHP, HealthValues.knightRangedHP, HealthValues.gatekeeperHP); break; // Fighting two Skull Grunts case 15: EnemyManagerScript.enemy1 = "Skull Grunt Melee"; EnemyManagerScript.enemy2 = "Skull Grunt Ranged"; EnemyManagerScript.enemy3 = "null"; EnemyManagerScript.ChangeEnemyLocation(7, 9, 0); HealthManagerScript.StartingHealth(HealthValues.skullMeleeHP, HealthValues.skullRangedHP, 0); break; // Fighting Kaz and his two Skull Grunts case 17: EnemyManagerScript.enemy1 = "Skull Grunt Melee"; EnemyManagerScript.enemy2 = "Skull Grunt Ranged"; EnemyManagerScript.enemy3 = "Kaz 2"; EnemyManagerScript.ChangeEnemyLocation(6, 8, 10); HealthManagerScript.StartingHealth(HealthValues.skullMeleeHP, HealthValues.skullRangedHP, HealthValues.kazHP); break; // Fighting two Royal Guards case 23: EnemyManagerScript.enemy1 = "Royal Guard 1"; EnemyManagerScript.enemy2 = "Royal Guard 2"; EnemyManagerScript.enemy3 = "null"; EnemyManagerScript.ChangeEnemyLocation(7, 8, 0); HealthManagerScript.StartingHealth(HealthValues.royalGuardHP, HealthValues.royalGuardHP, 0); break; // Fighting the Skull King and his two Skull Grunts case 25: EnemyManagerScript.enemy1 = "Skull Grunt Melee"; EnemyManagerScript.enemy2 = "Skull Grunt Ranged"; EnemyManagerScript.enemy3 = "Skull King"; EnemyManagerScript.ChangeEnemyLocation(7, 9, 10); HealthManagerScript.StartingHealth(HealthValues.skullMeleeHP, HealthValues.skullRangedHP, HealthValues.skullKingHP); break; // Fighting the Royal King and his two Royal Guards case 27: EnemyManagerScript.enemy1 = "Royal Guard 1"; EnemyManagerScript.enemy2 = "Royal Guard 2"; EnemyManagerScript.enemy3 = "Royal King"; EnemyManagerScript.ChangeEnemyLocation(6, 7, 9); HealthManagerScript.StartingHealth(HealthValues.royalGuardHP, HealthValues.royalGuardHP, HealthValues.royalKingHP); break; } }
// Start is called before the first frame update void Start() { manager = GameObject.Find("EnemyManager"); ManagerScript = manager.GetComponent <EnemyManagerScript>(); active = true; }
// Use this for initialization void Awake() { builder = Object.FindObjectsOfType<Builder>()[0]; enemyManager = Object.FindObjectsOfType<EnemyManagerScript>()[0]; }