예제 #1
0
        private float m_Timer;                          //Timer used to increment the amount of time that the player has been outside of the range of the target transform

        public SnipeDelayNode(AI reference, Transform target, NetworkLineRenderer lineRenderer, float distance, float buildUp) : base(reference)
        {
            m_SnipeLine       = lineRenderer;
            m_TargetTransform = target;
            m_Distance        = distance;
            m_BuildUp         = buildUp;
        }
예제 #2
0
        private Dictionary <int, bool> m_PlayersHit;            //stores whether the player is hit or downed/dead

        public ChainMoveToPlayersNode(AI reference, Transform startPos, NetworkLineRenderer lineRenderer, float travelTime) : base(reference)
        {
            m_StartPos          = startPos;
            m_ChainLineRenderer = lineRenderer;

            m_ChainSpeeds  = new float[PhotonNetwork.playerList.Length];
            m_PointIndexes = new int[] { 1, 3 };
            m_PlayersHit   = new Dictionary <int, bool>();
            m_TravelTime   = travelTime;
        }
예제 #3
0
        private NetworkLineRenderer m_LineRenderer = null;  //reference to network line renderer used for snipe

        protected override void Awake()
        {
            base.Awake();

            m_Cycle        = new IECycle(m_Health.HP / 4, 4);
            m_HitScanShot  = GetComponent <HitScanSingleTarget>();
            m_LineRenderer = GetComponent <NetworkLineRenderer>();

            m_CircularAOEPrefab = PhotonNetwork.Instantiate("Attacks/InannaCircularAOE", Vector3.zero, Quaternion.identity, 0);
            m_CircularAOEPrefab.GetComponent <LiamBehaviour>().SetActive(false);

            SetNavMeshAgent(false);

            GameManager.PlayerPopulation += OnFindEreshkigal;

            m_ShouldFadeOut = false;
        }
예제 #4
0
        private LinkNodeConnector m_JabRecoveryLink;            //The jab recovery animation node link
        #endregion
        #endregion

        #region Unity Methods
        protected override void Awake()
        {
            base.Awake();
            GameManager.PlayerPopulation += OnFindInanna;
            //initalize the number of players who are going to be pulled
            m_PlayersBeingPulled = new bool[PhotonNetwork.playerList.Length];
            //find the room center obejct by tag RoomCenter to get

            for (int i = 0; i < m_PlayersBeingPulled.Length; i++)
            {
                m_PlayersBeingPulled[i] = false;
            }

            m_RoomCenter              = GameObject.FindGameObjectWithTag("RoomCenter").transform;
            m_LineRenderer            = GetComponentInChildren <NetworkLineRenderer>();
            LocalLineRenderer.enabled = false;

            MeleeCollider meleeCollider = SpearCollider.GetComponent <MeleeCollider>();

            meleeCollider.Init(-1, 10, null);
        }