public EnemySpawner(Vector3 pos, Directions directionFromPlayer, SwordCombat parent)
 {
     enemies          = new List <enemy>();
     TopLevel         = parent;
     StartingPosition = pos;
     initialDirection = directionFromPlayer;
     AttackVector     = -1 * pos.normalized;
 }
예제 #2
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    // Use this for initialization
    void Start()
    {
        //define what % of the screen is needed to be touched for a swipe to register
        //dragDistance = Screen.height * 15 / 100;


        playerPrefab = Resources.Load("Prefabs/Player") as GameObject;
        player       = Instantiate(playerPrefab);
        script       = player.GetComponent <SwordCombat>();
    }
 public enemy(Vector3 pos, Vector3 approachSpeed, EnemyType type_in, SwordCombat parent)
 {
     source = Instantiate(enemyPrefab);
     source.transform.position = pos;
     au_source      = source.GetComponent <AudioSource>();
     au_source.clip = enemyNoises[(int)type_in];
     au_source.Play();
     source.GetComponent <Rigidbody>().velocity           = approachSpeed;
     source.GetComponent <EnemyLogic>().currentInstance   = parent;
     source.GetComponent <EnemyLogic>().has_attacked_flag = false;
     source.GetComponent <EnemyLogic>().attack_delay      = parent.attack_delay;
     this.parent = parent;
     parent.active_enemies++;
     type     = type_in;
     weakness = (PlayerWeapons)type_in;
 }
예제 #4
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    // Use this for initialization
    void Start()
    {
        source = GetComponent <AudioSource>();
        mode   = Resources.Load("Sounds/BetaVoicelines/SurvivalGameModeSelect") as AudioClip;


        playerPrefab = Resources.Load("Prefabs/Player") as GameObject;
        player       = Instantiate(playerPrefab);
        script       = player.GetComponent <SwordCombat>();

        screen_tear = GameObject.Find("/Canvas/Screen_Tear");
        screen_tear.SetActive(false);
        script.screen_tear = screen_tear;


        StartCoroutine(playSound());
    }
 public enemy(Vector3 pos, Vector3 approachSpeed, SwordCombat parent) : this(pos, approachSpeed,
                                                                             (EnemyType)UnityEngine.Random.Range(0, numberOfEnemies), parent)
 {
 }