예제 #1
0
    // Start is called before the first frame update
    void Start()
    {
        GrabStdRefs();

        myE    = GetComponent <Enemy_Base>();
        target = ServiceLocator.instance.Player;

        oldPos = transform.position;
        newPos = target.position +
                 Vector3.forward * Random.Range(7, 40) +
                 Vector3.right * Random.Range(-33, 33) +
                 Vector3.up * Random.Range(5, 33);

        _tOffset = Random.Range(0.00f, 10.00f);

        shield = transform.Find("PeakyShield");

        SCG_EventManager.instance.Register <Event_EnemyDeath>(EnemyDeathHandler);
        SCG_EventManager.instance.Register <Event_DumpReg>(EnemyDeathHandler);

        damageInd = GetComponentInChildren <ParticleSystem>();

        _fsm = new SCG_FSM <Test_PeakyShooty>(this);
        _fsm.TransitionTo <Approach>();
    }
    void Start()
    {
        _fsm = new SCG_FSM <Asset_Boid>(this);
        _fsm.TransitionTo <Wander>();

        _camera = Camera.main.transform;
    }
    // Start is called before the first frame update
    void Start()
    {
        _sadModel = ServiceLocator.instance.Model.GetComponent <Model_ScoreAndDifficulty>();
        _fsm      = new SCG_FSM <View_LevelClearScoreTally>(this);
        _fsm.TransitionTo <Standby>();

        SCG_EventManager.instance.Register <Event_LevelClear>(EventHandler);
    }
예제 #4
0
    void Start()
    {
        playModel = ServiceLocator.instance.Model.GetComponent <Model_Play>();
        sadModel  = ServiceLocator.instance.Model.GetComponent <Model_ScoreAndDifficulty>();

        _fsm = new SCG_FSM <Controller_EnemySpawner>(this);
        _fsm.TransitionTo <FirstWait>();

        baddieParent = new GameObject("BaddieParent");
        baddieParent.transform.SetParent(ServiceLocator.instance.Controller);

        SCG_EventManager.instance.Register <Event_Restart>(EventHandler);
    }
예제 #5
0
    void Start()
    {
        myAS             = gameObject.AddComponent <AudioSource>();
        myAS.playOnAwake = false;
        myAS.loop        = false;
        myAS.volume      = .5f;
        myAS.clip        = boop;

        inputModel = ServiceLocator.instance.Model.GetComponent <Model_Input>();
        playModel  = ServiceLocator.instance.Model.GetComponent <Model_Play>();

        _fsm = new SCG_FSM <Behavior_PracticeTutorial>(this);
        _fsm.TransitionTo <Begin>();
    }
예제 #6
0
    private void Start()
    {
        _gameModel.SetGameState(ServiceLocator.GameStates.Play);
        _gameModel.SetControlState(ServiceLocator.ID.p0, ServiceLocator.ControlStates.Free);
        _gameModel.SetControlState(ServiceLocator.ID.p1, ServiceLocator.ControlStates.Free);
        _gameModel.SetLookDir(ServiceLocator.ID.p0, Vector3.right);
        _gameModel.SetLookDir(ServiceLocator.ID.p1, Vector3.right);
        _gameModel.SetHands(ServiceLocator.ID.p0, GameObject.FindGameObjectWithTag("P0Hands").transform);
        _gameModel.SetHands(ServiceLocator.ID.p1, GameObject.FindGameObjectWithTag("P1Hands").transform);
        _gameModel.Init(50);

        _p0_PlayInputs = new SCG_FSM <ControllerGame>(this);
        _p1_PlayInputs = new SCG_FSM <ControllerGame>(this);

        _GameStateFSM = new SCG_FSM <ControllerGame>(this);
        _GameStateFSM.TransitionTo <GameState_Play>();
    }
예제 #7
0
    void Start()
    {
        playModel  = ServiceLocator.instance.Model.GetComponent <Model_Play>();
        inputModel = ServiceLocator.instance.Model.GetComponent <Model_Input>();
        gameModel  = ServiceLocator.instance.Model.GetComponent <Model_Game>();

        player = ServiceLocator.instance.Player;

        priority = 10;
        Schedule(this);

        playModel.lives = 3;
        gameOver.SetActive(false);

        _fsm = new SCG_FSM <Controller_GameState>(this);
        _fsm.TransitionTo <Starting>();

        charge1.Stop();
        charge2.Stop();
        jump1.Stop();
        jump2.Stop();
    }