//private bool skipMove; // Start is called before the first frame update protected override void Start() { GameManager.instance.AddEnemyToList(this); target = GameObject.FindGameObjectWithTag("Player").transform; lootDrop = GetComponent <LootScript>(); base.Start(); }
private LootScript GetLootPref() { LootScript ls = l_Pool[0]; l_Pool.Remove(ls); l_Active.Add(ls); return(ls); }
// Use this for initialization void Start() { GameManagerScript.MyGameManager.AddHazard(this); GameManagerScript.MyGameManager.AddEnemy(this); myRenderer = GetComponent <SpriteRenderer>(); OnSpawn(transform.position, vesselType); myLoot = GetComponent <LootScript>(); }
void Start() { PlayerHp = GetComponent <Hpbar>(); anim = GetComponent <Animator>(); Loot = GetComponent <LootScript>(); boxCollider = GetComponent <BoxCollider>(); currentHp = FullHp; }
// Update is called once per frame public void DropLoot() { if (GetComponent <LootScript>() != null) { LootScript _lootComp = GetComponent <LootScript>(); _lootComp.DropLoot(); } }
void Awake() { animt = GetComponent <Animator>(); loot = GetComponent <LootScript>(); hitParticle = GetComponentInChildren <ParticleSystem>(); enemyaudio = GetComponent <AudioSource>(); nav = GetComponent <NavMeshAgent>(); }
public void DespawnLoot(LootScript ls) { if (l_Active.Contains(ls)) { l_Pool.Add(ls); l_Active.Remove(ls); GivePlayerItem(ls.data); ls.Hide(); } }
private void Start() { Instance = this; for (int i = 0; i < MaxNumberOfLoot; i++) { GameObject obj = Instantiate(lootPrefab, gameObject.transform); LootScript ls = obj.GetComponent <LootScript>(); ls.Hide(); l_Pool.Add(ls); } }
public void AddItemToInventory(LootScript theItem) { print("Adding: " + theItem.id + " to the intory"); intory.Add(theItem); for (int i = 0; i < intory.Count; i++) { if (!Gui.intory[i]) Gui.intory[i] = intory[i].inventoryPic; } }
public void monsterSpawnControl(int Currenthourglassnum) { if (Currenthourglassnum == 4) { lootsystem = enemy[2].GetComponent <LootScript>(); spawnTime[0] = 9; spawnTime[1] = 18; spawnTime[2] = 42; lootsystem.enabled = false; } }
public virtual void Damage(int damage, Collider2D collision) { StartCoroutine(DamageEffect()); currentLife -= damage; lifeBar.Actualize(currentLife); FloatingHitController.CreateFloatingHit(damage.ToString(), transform); if (currentLife <= 0) { LootScript loot = gameObject.GetComponent <LootScript>(); if (loot != null) { loot.InstantiateLoot(); } Destroy(gameObject); } }
private void Awake() { loot = GetComponent <LootScript>(); }
// Start is called before the first frame update void Start() { lootScript = GetComponent <LootScript>(); }
void Start() { id = renderer.material.mainTexture.name; amount = 1; type = "inven"; inventoryPic = renderer.material.mainTexture; unit = GameObject.Find("Cube"); Gui = unit.GetComponent<GUIScript>(); un = unit.GetComponent<unitScript>(); Lo = GetComponent<LootScript>(); _inventory = unit.GetComponent<Inventory>();//new Inventory(unit, Gui); switch (id) { case "HP potion": stackable = true; Consumeable = true; break; case "Armor potion": stackable = true; Consumeable = true; break; case "Strenght potion": stackable = true; Consumeable = true; break; case "Snail slime": stackable = true; Consumeable = false; break; case "Sword switcher": stackable = false; Consumeable = false; break; case "Mushroom": stackable = true; Consumeable = false; break; } }