// Use this for initialization void Start() { tierOne = true; mutantObject = this.gameObject; //wander = gameObject.GetComponent<EnemyStatePattern>(); wander = mutantObject.GetComponent <EnemyStatePattern>(); if (tierOne) { animation.GetComponent <Animator> ().enabled = true; } force = 1000; coin = GameObject.Find("catCoinPickUp"); dropOnce = true; timerStart = false; hitEffect.SetActive(false); iceEffect.SetActive(false); if (this.gameObject.GetComponent <ChaseOnWake>() != null) { hasChaseOnWake = true; } else { hasChaseOnWake = false; } }
// Use this for initialization void Start() { tierTwo = true; timerStart = false; hitEffect.SetActive(false); enemyHealth = 100; if (immuneTypeInt == 1) //blue { enemyHealth = 600; } else if (immuneTypeInt == 2) //red { enemyHealth = 480; } if (tierTwo) { animation.GetComponent <Animator> ().enabled = true; } coin = GameObject.Find("catCoinPickUp"); mutantObject = this.gameObject; wander = gameObject.GetComponent <EnemyStatePattern>(); dropOnce = true; // Debug.Log(wander); //look = gameObject.GetComponent<MutantStalker>(); //controller = GetComponent<CharacterController> (); }
void Awake() { // Setting up the references. player = GameObject.Find("Player"); playerHealth = player.GetComponent <PlayerHealth> (); cameraShake = GameObject.Find("Main Camera").GetComponent <HealthShake> (); mutantObject = transform.parent.gameObject.GetComponent <EnemyStatePattern>(); }
private void Awake() { instance = this; //ADD NEW STATE PATTERNS HERE patrolState = this.GetComponent <PatrolState>(); attackState = this.GetComponent <AttackState>(); blockShurikenState = this.GetComponent <BlockShurikenState>(); chaseState = this.GetComponent <ChaseState>(); blockSwordState = this.GetComponent <BlockSwordState>(); investigateState = this.GetComponent <InvestigateState>(); engardeState = this.GetComponent <EngardeState>(); enemyAudio = GetComponent <AudioSource>(); }
void Start() { swordUI = Singleton_Service.GetSingleton <SwordUI>(); gm = Singleton_Service.GetSingleton <GM>(); hitMarkerPatterns = new List <string>(); hitMarkers = new List <GameObject>(); hitMarkerPatterns.Add("diagonal"); hitMarkerPatterns.Add("vertical"); hitMarkerPatterns.Add("horizontal"); hitMarkerPatterns.Add("cross"); aiStates = GetComponent <EnemyStatePattern>(); RandomizeHitMarkerPlacement(); }
// Use this for initialization void Start() { enemyHealth = 100; tierTwo = true; mutantObject = transform.parent.gameObject; wander = gameObject.GetComponent <EnemyStatePattern>(); if (tierTwo) { animation.GetComponent <Animator> ().enabled = true; } timerStart = false; hitEffect.SetActive(false); //em = hitParticle.emission; //em.enabled = false; immuneTypeInt = mutantObject.GetComponent <DamageHandler2>().immuneTypeInt; enemyHealth = 100; if (immuneTypeInt == 1) //blue { enemyHealth = 600; } else if (immuneTypeInt == 2) //red { enemyHealth = 480; } coin = GameObject.Find("catCoinPickUp"); dropOnce = true; // Debug.Log(wander); //look = gameObject.GetComponent<MutantStalker>(); //controller = GetComponent<CharacterController> (); }
public EnemyState(EnemyStatePattern pattern) { this.pattern = pattern; }
// Use this for initialization void Start() { enemy = transform.parent.GetComponent <EnemyStatePattern>(); myTransform = transform.parent; playerCharacter = GameObject.Find("Player"); }
void Start() { enemy = transform.parent.GetComponent <EnemyStatePattern>(); enemy.chase = false; }
public EnemyScaredState(EnemyStatePattern enemyStatePattern) { enemy = enemyStatePattern; location = enemy.transform.position; }
public EnemyFleeFrom(EnemyStatePattern enemyStatePattern) { enemy = enemyStatePattern; }
public WanderZone(EnemyStatePattern statePatternEnemy) { enemy = statePatternEnemy; enemy.GetComponent <Rigidbody> ().freezeRotation = true; enemy.hitWall = false; }
public StalkerZone(EnemyStatePattern statePatternEnemy) { enemy = statePatternEnemy; }
public ChaseZone(EnemyStatePattern statePatternEnemy) { enemy = statePatternEnemy; alwaysChase = false; }
// Use this for initialization void Start() { enemy = transform.parent.GetComponent <EnemyStatePattern>(); }
// Use this for initialization void Start() { wander = gameObject.GetComponent <EnemyStatePattern>(); //enemywander force = 1000; }
/*public ChaseState(EnemyStatePattern enemyStatePattern) * { * enemy = enemyStatePattern; * }*/ void Start() { enemy = this.GetComponent <EnemyStatePattern>(); }
public EnemyIdle(EnemyStatePattern enemyStatePattern) { enemy = enemyStatePattern; }