void Awake() { ui = GetComponent <EnemyUI>(); anim = body.GetComponent <Animator>(); _player = GameObject.FindGameObjectWithTag("Player"); enemyAgent = GetComponent <NavMeshAgent>(); enemyAgent.speed = walkSpeed; spearKillCollider = attackKickSpear.GetComponent <BoxCollider>(); if (gaurdPoint != null) { lookTowardsHere = gaurdPoint.transform.GetChild(0); currentPoint = gaurdPoint; enemyAgent.SetDestination(currentPoint.transform.position); } else { Debug.LogError("Guard does not have 1st patrol point set!"); } if (PatrollingEnemy == true && gaurdPoint2 != null) { currentGuardPointToGo = 2; lookTowardsHere2 = gaurdPoint2.transform.GetChild(0); StartCoroutine(NextPatrolPointDelay()); } else if (PatrollingEnemy == true && gaurdPoint2 == null) { Debug.LogError("Guard is supposed to patrol but 2nd guard point is not set!"); } }
private void Inject() { // Services ImpactService impactService = new ImpactService(); // Groupal controller PortalsController portalsController = new PortalsController(); PortalUICollection portalUIList = new PortalUICollection(); portalsController.SetPortalRemoveListener(portalUIList); // Factories PlayerFactory playerFactory = new PlayerFactory(portalsController, portalsController, impactService, portalUIList); EnemyFactory enemyFactory = new EnemyFactory(impactService); PortalFactory portalFactory = new PortalFactory(portalsController, portalUIList); // References PlayerUI playerUI = GameObject.Find("/Player").GetComponent <PlayerUI>(); EnemyUI enemyUI1 = GameObject.Find("/Enemies/Enemy1").GetComponent <EnemyUI>(); EnemyUI enemyUI2 = GameObject.Find("/Enemies/Enemy2").GetComponent <EnemyUI>(); PortalUI portalUI1 = GameObject.Find("/Portals/Portal1").GetComponent <PortalUI>(); PortalUI portalUI2 = GameObject.Find("/Portals/Portal2").GetComponent <PortalUI>(); PortalUI portalUI3 = GameObject.Find("/Portals/Portal3").GetComponent <PortalUI>(); // Injection playerFactory.CreatePlayer(playerUI); enemyFactory.CreateEnemy(enemyUI1); enemyFactory.CreateEnemy(enemyUI2); portalFactory.CreatePortal(portalUI1); portalFactory.CreatePortal(portalUI2); portalFactory.CreatePortal(portalUI3); }
public override void Start() { enemyUI = GetComponent <EnemyUI>(); base.Start(); target = GameManager.instance.player.gameObject; m_horizontalViewHalfAngle = obstViewAngle * 0.5f; waitTime = fireCtrl.nextFire * 0.5f; startMob(); }
public virtual void Awake() { AI = GetComponent <EnemyBrain>(); EnemyUI = GetComponent <EnemyUI>(); EnemyUI.Initialize(); Health = GetComponent <Health>(); EnemyUI.UpdateHealthBar(Health); Attack = GetComponent <Attack>(); }
/// <summary> /// Do remove enemy after time. /// </summary> /// <param name="aEnemyThatDied_gameobject">A enemy that died_gameobject.</param> /// <param name="aDelay_float">A delay_float.</param> private void _doRemoveEnemyAfterTime(EnemyUI aEnemyThatDied_enemyUI, float aTotalTimeUntilDestory_float) { // iGameModel.currentRoundDataVO.removeEnemy(aEnemyThatDied_enemyUI.gameObject); aEnemyThatDied_enemyUI.doTweenToSinkIntoGround(); // Destroy(aEnemyThatDied_enemyUI.gameObject, aTotalTimeUntilDestory_float); }
/// <summary> /// When the enemy died signal. /// </summary> /// <param name="aEnemyThatDied_gameobject">A enemy that died_gameobject.</param> private void _onEnemyDiedSignal(EnemyUI aEnemyThatDied_enemyui) { // _doRemoveEnemyAfterTime(aEnemyThatDied_enemyui, 2f); // CancelInvoke("_doCheckRoundAndGameStatusAfterTime"); Invoke("_doCheckRoundAndGameStatusAfterTime", 2.5f); }
public void CreateEnemy(EnemyUI enemyUI) { EnemyController enemyController = new EnemyController(); EnemyData enemyData = new EnemyData(40, 10); enemyController.SetEnemyDataOutput(enemyUI); enemyController.SetEnemyDeadOutput(enemyUI); enemyController.SetImpactService(impactService); enemyUI.SetEnemyControllerInput(enemyController); enemyUI.SetEnemyData(enemyData); }
public void Start() { UIManager = this.GetComponent <EnemyUI>(); playerManager = GameObject.Find("Player").GetComponent <PlayerManager>(); TextManager = GameObject.Find("TextPopupArea").GetComponent <TextManager>(); BuffManager = this.GetComponent <EnemyBuffManager>(); vigor = BuffManager.vigor; defence = BuffManager.defence; EnemyCurrHealth = EnemyMaxHealth; ChooseIntent(); }
// Use this for initialization void Start() { beforePos = transform.position; //Enemy가 생성될 때 이를 PlayerUI에 알려준다 GameObject.Find("Main Camera").GetComponent <PlayerUI>().SearchEnemys(); sEnemyUI = GetComponent <EnemyUI>(); //생성된 후 자동으로 플레이어를 추적 while (playerTransform == null) { playerTransform = GameObject.FindGameObjectWithTag("Player").transform; } }
private void OnCollisionEnter(Collision collision) { GameObject collider = collision.gameObject; EnemyUI enemy = collider.GetComponent <EnemyUI>(); PortalUI portal = collider.GetComponent <PortalUI>(); if (enemy != null) { playerCollisionNotifier.OnCollision(GetPlayerData(), enemy.GetEnemyData()); } if (portal != null) { playerTeleportationNotifier.OnTeleportation(portal.GetPortalData()); } }
public void InitializeEnemyIndicator(Transform enemyTr, Transform playerTr) { try { enemy = enemyTr; player = playerTr; enemyUI = enemy.GetComponent <EnemyUI>(); mainCamera = GameObject.FindGameObjectWithTag("MainCamera").transform; mainCanvas = mainCamera.GetChild(0); FOriginalLocalScale = transform.localScale; } catch (System.NullReferenceException) { Destroy(gameObject); } }
// Use this for initialization protected override void Start() { base.Start(); gunController = GetComponent <GunController>(); anim = GetComponent <Animator>(); audioSource = GetComponent <AudioSource>(); pathfinder = GetComponent <NavMeshAgent>(); rb = GetComponent <Rigidbody>(); capsuleCol = GetComponent <CapsuleCollider>(); target = GameObject.FindGameObjectWithTag("Player").transform; enemyUI = GetComponentInChildren <EnemyUI>(); enemyUI.gameObject.SetActive(false); enemyUI.StartingHealth = startingHealth; enemyUI.Health = startingHealth; gunController.EquipGun(); target.GetComponent <Player>().OnDeath += OnPlayerDeath; }
public override int TakeDamage(Vector2Int locationOfAttack, int amount) { int oldHealth = Health.CurrentHealth; Animation.GetHit(locationOfAttack); BattleManager.cardResolveStack.AddDamageDealt(amount); Health.TakeDamage(amount); int damageDealt = oldHealth - Health.CurrentHealth; BattleManager.cardResolveStack.AddDamageDealt(damageDealt); EnemyUI.UpdateHealthBar(Health); if (Health.IsDead) { Eliminate(); // KO'd } else { EnemyUI.FadeHealthBar(); } return(damageDealt); }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0)) { GameObject Target = DetectObject(); if (Target != null) { Light spotLight = Target.GetComponentInChildren <Light>(); if (spotLight != null) { spotLight.enabled = true; } EnemyUI EUI = Target.GetComponent <EnemyUI>(); if (EUI != null) { EUI.Selected = true; } SelectedObject = Target; } else if (SelectedObject != null && Input.GetKey(KeyCode.LeftShift)) { Light spotLight = SelectedObject.GetComponentInChildren <Light>(); if (spotLight != null) { spotLight.enabled = false; } EnemyUI EUI = SelectedObject.GetComponent <EnemyUI>(); if (EUI != null) { EUI.Selected = false; } SelectedObject = Target; } } if (mousePointer != null) { mousePointer.transform.position = MousePointWorldSpace(); } }
// Start is called before the first frame update void Start() { enemyStats = this.GetComponent <EnemyStats>(); enemyUI = this.GetComponent <EnemyUI>(); }
void Awake() { ui = GetComponent <EnemyUI>(); }
private void Awake() { _instance = this; }
// Use this for initialization void Start () { //Initialise Combat UI Manager ui = GameObject.FindGameObjectWithTag ("Combat UI").GetComponent<CombatUIManager>(); enemyUI = gameObject.GetComponent<EnemyUI>(); //Enemies begin with a Random Affinity if(randomHealthAffinity) { affinity = Random.Range (1, 5); //Inserting this code because it never ever hits 4 and 5 is not desired if(affinity == 5) { affinity --; } } else { affinity = forcedHealthAffinity; } if(randomShieldAffinity) { shieldAffinity = Random.Range (1, 5); //Inserting this code because it never ever hits 4 and 5 is not desired if(shieldAffinity == 5) { shieldAffinity --; } } else { shieldAffinity = forcedShieldAffinity; } //Initiate shield shieldMax = shield; //Describe the weakness and strength of this enemy's affinity switch (affinity) { case 1: //The affinity is Earth affinityWeakness = 2; //Weakness is Fire affinityResistance = 3; //Resistant to Lightning break; case 2: //The affinity is Fire affinityWeakness = 4; //Weakness is water affinityResistance = 1; //Resistant to Earth break; case 3: //The affinity is lightning affinityWeakness = 1; //Weakness is Earth affinityResistance = 4; //Resistant to water break; case 4: //The affinity is Water affinityWeakness = 3; //Weakness is Lightning affinityResistance = 2; //Resistant to Fire break; } if(shield > 0) //If this enemy has a shield { //Calculate its weakness and strength switch(shieldAffinity) { case 1: //The affinity is Earth shieldWeakness = 2; //Weakness is Fire shieldResistance = 3; //Resistant to Lightning break; case 2: //The affinity is Fire shieldWeakness = 4; //Weakness is water shieldResistance = 1; //Resistant to Earth break; case 3: //The affinity is lightning shieldWeakness = 1; //Weakness is Earth shieldResistance = 4; //Resistant to water break; case 4: //The affinity is Water shieldWeakness = 3; //Weakness is Lightning shieldResistance = 2; //Resistant to Fire break; } } for(int i = 0; i < healthAffinitySwitchObjects.Length; i++) { healthAffinitySwitchObjects[i].GetComponent<Renderer>().material = healthAffinityMaterials[0]; } for(int i = 0; i < shieldAffinitySwitchObjects.Length; i++) { shieldAffinitySwitchObjects[i].GetComponent<Renderer>().material = shieldAffinityMaterials[0]; } }
private void Awake() { uiCameraCanvas = GameObject.Find("UICanvas").GetComponent <Canvas>(); enemyUI = Instantiate(uiPrefab, uiCameraCanvas.transform); ui = enemyUI.GetComponent <EnemyUI>(); }
protected override void Awake() { base.Awake(); enemyUI = transform.Find("Canvas").GetComponent <EnemyUI>(); }
public void ApplyDamage(EnemyUI enemyToHurt) { EnemyController = enemyToHurt; enemyToHurt.TakeDamage(Damage, transform.position); print("Take that, enemy!"); }
void OnEnable() { enemyUI = GetComponent<EnemyUI>(); enemyUI.SetHealthUI(enemyHealth); }