// Use this for initialization void Start() { playerStaminaMan = FindObjectOfType <PlayerStaminaManager>(); thePlayer = FindObjectOfType <PlayerController>(); sfxMan = FindObjectOfType <SFXManager>(); shield = FindObjectOfType <ShieldBlock>(); thePS = FindObjectOfType <PlayerStats>(); enemy = FindObjectOfType <EnemyTestScript>(); playerHealth = FindObjectOfType <PlayerHealthManager>(); hurtEnemy = FindObjectOfType <HurtEnemy>(); enemyHealth = FindObjectOfType <EnemyHealthManager>(); playerEngagement = FindObjectOfType <EngagedWithPlayer>(); // enemyStaminaMan = FindObjectOfType<EnemyStaminaManager>(); deathStrike = false; showBlood = false; playerStaminaDrain = false; }
// Use this for initialization void Start() { thePlayer = FindObjectOfType <PlayerController>(); theDM = FindObjectOfType <DialogueManager>(); anim = GetComponent <Animator>(); myRigidbody = GetComponent <Rigidbody2D>(); engageWithPlayerObject = this.gameObject.transform.GetChild(0).gameObject; playerEngagement = engageWithPlayerObject.GetComponent <EngagedWithPlayer>(); enemyGameObject = this.gameObject; enemyTransform = enemyGameObject.transform; walkCounter = Random.Range(walkTime * 0.75f, walkTime * 1.25f); waitCounter = Random.Range(waitTime * 0.75f, walkTime * 1.25f); ChooseDirection(); if (walkZone != null) { minWalkPoint = walkZone.bounds.min; maxWalkPoint = walkZone.bounds.max; hasWalkZone = true; } canMove = true; isWalking = true; }
// Use this for initialization void Start() { playerStamina = FindObjectOfType <PlayerStaminaManager>(); hurtPlayer = FindObjectOfType <HurtPlayerUpdated>(); sfxMan = FindObjectOfType <SFXManager>(); playerEngagement = FindObjectOfType <EngagedWithPlayer>(); playerShield = FindObjectOfType <ShieldBlock>(); counter = 0; }
// Use this for initialization void Start() { this.gameObject.name = "Thomas"; enemyObject = this.gameObject; engageWithPlayerObject = this.gameObject.transform.GetChild(0).gameObject; enemyHealthMan = enemyObject.GetComponent <EnemyHealthManager>(); // enemyStaminaMan = enemyObject.GetComponent<EnemyStaminaManager>(); playerEngagement = engageWithPlayerObject.GetComponent <EngagedWithPlayer>(); stalkZoneObject = this.gameObject.transform.GetChild(7).gameObject; stalkZone = stalkZoneObject.GetComponent <RecognizeStalkZone>(); rangedAttack = enemyObject.GetComponent <EnemyRangedAttack>(); playerHealthMan = FindObjectOfType <PlayerHealthManager>(); playerStaminaMan = FindObjectOfType <PlayerStaminaManager>(); playerHealth = FindObjectOfType <PlayerHealthManager>(); hurtPlayer = FindObjectOfType <HurtPlayerUpdated>(); randomMove = FindObjectOfType <RandomMovement>(); //this needs to grab child object script //playerEngagement = FindObjectOfType<EngagedWithPlayer>(); playerObject = GameObject.Find("Player"); thePlayer = playerObject.GetComponent <PlayerController>(); target = playerObject; dodgeCounter = 2.2f; tellCounter = 0.5f; actionTimer = 0.2f; enemyHurtCounter = 2; myRigidbody = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); if (!enemyExists) { enemyExists = true; //DontDestroyOnLoad(transform.gameObject); } else { //Destroy(gameObject); } // dodging = true; // dodgeFirstTime = true; //For now enemy will always have a correct line of sight and the fleeing system is not yet set up. fleeTwo = false; dodgingThree = false; followToDeath = false; }
// Use this for initialization void Start() { playerEngagement = FindObjectOfType <EngagedWithPlayer>(); thePlayer = FindObjectOfType <PlayerController>(); playerObject = GameObject.Find("Player"); playerShield = thePlayer.GetComponentInChildren <ShieldBlock>(); thisKnife = this.gameObject; sfxMan = FindObjectOfType <SFXManager>(); rangedDeathStrike = false; }
// Use this for initialization void Start() { this.gameObject.name = "Fred"; enemyObject = this.gameObject; engageWithPlayerObject = this.gameObject.transform.GetChild(0).gameObject; enemyHealthMan = enemyObject.GetComponent <EnemyHealthManager>(); // enemyStaminaMan = enemyObject.GetComponent<EnemyStaminaManager>(); playerEngagement = engageWithPlayerObject.GetComponent <EngagedWithPlayer>(); stalkZoneObject = this.gameObject.transform.GetChild(7).gameObject; stalkZone = stalkZoneObject.GetComponent <RecognizeStalkZone>(); raycastPath = enemyObject.GetComponent <TrackingRaycast>(); playerHealthMan = FindObjectOfType <PlayerHealthManager>(); playerStaminaMan = FindObjectOfType <PlayerStaminaManager>(); playerHealth = FindObjectOfType <PlayerHealthManager>(); hurtPlayer = FindObjectOfType <HurtPlayerUpdated>(); playerObject = GameObject.Find("Player"); thePlayer = playerObject.GetComponent <PlayerController>(); target = playerObject; enemyShieldStrike = false; shieldBreakRecoveryCounter = 0.5f; dodgeCounter = 2.2f; tellCounter = 0.5f; actionTimer = 0.2f; enemyHurtCounter = 2; myRigidbody = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); if (!enemyExists) { enemyExists = true; } dodging = true; dodgeFirstTime = true; isPathfinding = false; retreatingThree = false; shieldUpTwo = false; followToDeath = false; blockCounterMax = UnityEngine.Random.Range(2, 4); blockCounterTimer = 1.5f; }
// Use this for initialization void Start() { playerEngagement = FindObjectOfType <EngagedWithPlayer>(); playerObject = GameObject.Find("Player"); enemyObject = this.gameObject; rangedEnemy = enemyObject.GetComponent <BasicRangedEnemy>(); rotatingObject = this.gameObject.transform.GetChild(8).gameObject; throwForce = 255; inRange = false; lineOfSight = true; pathfinder = FindObjectOfType <Pathfinding>(); pathfinderTimer = 0; enqueue = false; attackRange = 8; }
private void OnTriggerEnter2D(Collider2D other) { try { playerEngagement = other.gameObject.transform.GetChild(0).GetComponent <EngagedWithPlayer>(); } catch { return; } theEnemy = other.gameObject.GetComponent <EnemyTestScript>(); // FreezeFrame(); if (other.gameObject.tag == "Enemy" && playerEngagement.thePlayerDeathStrike || other.gameObject.tag == "LargeEnemyBasic" && playerEngagement.thePlayerDeathStrike || other.gameObject.tag == "BasicRangedEnemy" && playerEngagement.thePlayerDeathStrike || other.gameObject.tag == "Enemy1") { enemyHit = true; // staminaManager.playerCurrentStamina += 20; // Animator anim2 = other.gameObject.GetComponent<Animator>(); // if (thePlayer.recovAttack) // { // anim2.enabled = false; // } // else // { // anim2.enabled = true; // } if (playerEngagement.attacking && thePlayer.damagePossible && playerEngagement.faceOff) { playerEngagement.strikeBlock = true; sfxMan.swordsColliding.volume = 1; sfxMan.swordsColliding.Play(); Instantiate(swordClash, swordClashPoint.position, swordClashPoint.rotation); } //was else if if (!thePlayer.noDamageIsTaken && !playerEngagement.attacking) { if (thePlayer.wasSprint && staminaManager.playerCurrentStamina > 50 && playerStats.dexterity >= 14 && playerStats.strength >= 9) { if (playerStats.strength == 11) { currentDamage = damageToGive + thePS.currentAttack + 2; } else { currentDamage = damageToGive + thePS.currentAttack + 1; } // currentDamage = damageToGive + thePS.currentAttack + 1; // Debug.Log(currentDamage); } else { if (playerStats.strength == 11) { currentDamage = damageToGive + thePS.currentAttack + 1; } else { currentDamage = damageToGive + thePS.currentAttack; } } sfxMan.blood.Play(); if (this.gameObject.tag == "Throwing Knife") { other.gameObject.GetComponent <EnemyHealthManager>().HurtEnemy(2); Instantiate(damageBurst, hitPoint.position, hitPoint.rotation); var clone = (GameObject)Instantiate(damageNumber, hitPoint.position, Quaternion.Euler(Vector3.zero)); clone.GetComponent <FloatingNumbers>().damageNumber = currentDamage; } else { other.gameObject.GetComponent <EnemyHealthManager>().HurtEnemy(currentDamage); Instantiate(damageBurst, hitPoint.position, hitPoint.rotation); var clone = (GameObject)Instantiate(damageNumber, hitPoint.position, Quaternion.Euler(Vector3.zero)); clone.GetComponent <FloatingNumbers>().damageNumber = currentDamage; } } } else if (other.gameObject.tag == "Enemy" && other.gameObject.GetComponent <EnemyTestScript>().enemyShield&& !thePlayer.deathStrike || other.gameObject.tag == "LargeEnemyBasic" && other.gameObject.GetComponent <EnemyTestScript>().enemyShield&& !thePlayer.deathStrike)// { //enemyShieldStrike = true; other.gameObject.GetComponent <EnemyTestScript>().enemyShieldStrike = true; sfxMan.swordsColliding.volume = 1; sfxMan.swordsColliding.Play(); // theEnemy= new Vector2(2,2); theEnemy.blockCounter++; // other.GetComponentInParent<Rigidbody2D>().rigidbody2D -= new Vector2(2,2); Instantiate(swordClash, swordClashPoint.position, swordClashPoint.rotation); } }