private void InitRange() { switch (aiManager.ToString()) { case "Team27_RougeLike.Object.AI.AiManager_Fool": range = EnemyRange.Fool(); break; case "Team27_RougeLike.Object.AI.AiManager_Ranged": range = EnemyRange.Ranged(); break; case "Team27_RougeLike.Object.AI.AiManager_Melee": range = EnemyRange.Melee(); break; case "Team27_RougeLike.Object.AI.AiManager_Totem": range = EnemyRange.Totem(); break; case "Team27_RougeLike.Object.AI.AiManager_Escape": range = EnemyRange.Escape(); break; case "Team27_RougeLike.Object.AI.AiManager_AllRangedBoss": range = EnemyRange.AllRangedBoss(); break; } }
public int Score; //倒したときに手に入るスコア // Start is called before the first frame update void Start() { MyEnemyRange = this.GetComponentInChildren <EnemyRange>();//子オブジェクトから取得 MainSpriteRenderer = this.GetComponent <SpriteRenderer>(); animator = this.GetComponent <Animator>(); this.animator.SetTrigger("IdleTrigger"); }
private void Start() { rader = new EnemyRange(); Physics2D.queriesStartInColliders = false; rigidbody = gameObject.GetComponent <Rigidbody2D>(); lineRenderer = Instantiate(Line, new Vector3(0, 0, 0), Quaternion.identity).GetComponent <LineRenderer>(); }
void Start() { //This Enemy enemyName = gameObject.name; enemyController = gameObject.GetComponent(enemyName); //Initialized Components seeker = GetComponent <Seeker>(); rb = GetComponent <Rigidbody2D>(); range = GetComponentInChildren <EnemyRange>(); anim = GetComponent <Animator>(); enemyIntBox = GetComponentInChildren <EnemyIntBox>(); player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <PlayerHealth>(); cc = GetComponent <CircleCollider2D>(); //Initialized Variables currentState = EnemyState.idle; spawnLocation = (Vector2)GetComponent <Transform>().position; idleTarget = spawnLocation + new Vector2(Random.Range(-1, 1), Random.Range(-1, 1)); speed = inputspeed * 1000; // times 1000 to simplify the menu selected speed startAnimSpeed = anim.speed; //Debug.Log("start anim Speed " + startAnimSpeed); playerLocation = player.transform; InvokeRepeating("ConstantFacingUpdate", 0.1f, 0.1f); }
//private CharacterController cCon; // Start is called before the first frame update void Start() { //代入軍団 animator = GetComponent <Animator>(); //cCon = GetComponent<CharacterController>(); MyEnemyRange = this.GetComponentInChildren <EnemyRange>();//子オブジェクトから取得 }
public void SetFact( Facts fact, EnemyRange value, bool invokeChangedEvent = true, bool setAsDirty = true, bool checkValueDiff = true) { this.SetFact(fact, (byte)value, invokeChangedEvent, setAsDirty, checkValueDiff); }
public float NowTime = 0; //経過時間 // Start is called before the first frame update void Start() { AttackCheck = false; //代入軍団 animator = GetComponent <Animator>(); //cCon = GetComponent<CharacterController>(); MyEnemyRange = this.GetComponentInChildren <EnemyRange>();//子オブジェクトから取得 angle = 0; StartCoroutine(Candle_Attack()); }
private void Start() { TryFindTreehouse(); agent = GetComponent <NavMeshAgent>(); range = GetComponentInChildren <EnemyRange>(); sprite = GetComponentInChildren <SpriteRenderer>(); if (slashPref != null) { slash = Instantiate(slashPref); slash.SetActive(false); } agent.stoppingDistance = houseStoppingDist; target = house; if (!spawnedFromEgg) { EventManager.TriggerEvent(new EnemySpawnedEvent()); } }
// Start is called before the first frame update void Start() { MyEnemyRange = this.GetComponentInChildren <EnemyRange>();//子オブジェクトから取得 }
protected override void Start() { base.Start(); enemyRange = GetComponent <EnemyRange>(); enemyRange.InRange += TargetAttack; }
void Awake() { instance = this; }
private void Start() { radar = gameObject.transform.GetChild(2).GetComponent <EnemyRange>(); shootPosition = gameObject.transform.GetChild(1).gameObject.transform; }
private void Awake() { _rangeChecker = GetComponent <EnemyRange>(); }