// Use this for initialization void Start() { unitBrain = GetComponent <UnitBrain> (); currentUnit = null; //transform.position = new Vector3 (transform.position.x + (((unitBrain.axis % 2) - 1) * 0.3f * unitBrain.moveDirection), transform.position.y - ((unitBrain.axis % 2) * 0.3f * unitBrain.moveDirection), 0f); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!unitBrain) { unitBrain = animator.gameObject.GetComponent <UnitBrain>(); } unitBrain.InAttackState = true; }
public virtual void StateInit() { unitControl = GetComponent <UnitControl>(); animator = GetComponent <Animator>(); brain = GetComponent <UnitBrain>(); navAgent = GetComponent <NavMeshAgent>(); rbody = GetComponent <Rigidbody>(); terrainMask = LayerMask.GetMask("Terrain"); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { unitObject = animator.gameObject; navAgent = unitObject.GetComponent <NavMeshAgent>(); unitBrain = unitObject.GetComponent <UnitBrain>(); unitWeapon = unitObject.GetComponent <UnitWeaponBehavior>(); //unitHUD = unitBrain.GetComponent<UnitHUD>(); unitTarget = unitBrain.CurrentTarget; }
// Use this for initialization void Start() { unitBrain = GetComponent<UnitBrain> (); if (unitBrain.name == "Unit(Clone)") { for (int i=-1; i<2; i+=1) { GameObject newUnit = Instantiate (gameObject); newUnit.transform.position = new Vector3 (transform.position.x + ((unitBrain.axis % 2) * 0.6f * i), transform.position.y - (((unitBrain.axis % 2) - 1) * 0.6f * i), 0f); newUnit.GetComponent<UnitBrain>().copy = true ; } Destroy (gameObject); } }
public void Init(UnitFactory.UnitStatistic newStats) { maxArmorLevel = newStats.armor; maxEnergyLevel = newStats.energy; armorLevel = maxArmorLevel; energyLevel = maxEnergyLevel; visualRange = newStats.visualRange; meleeRange = newStats.meleeRange; missileRange = newStats.missileRange; chargeRange = newStats.chargeRange; missilePrefab = newStats.missileType; gameManager = GameManager.Instance; navAgent = gameObject.AddComponent <NavMeshAgent>(); navAgent.radius = navRadius; navAgent.speed = moveSpeed; navAgent.angularSpeed = rotationSpeed; navAgent.stoppingDistance = 0.35f; animator = gameObject.GetComponent <Animator>(); rbody = gameObject.AddComponent <Rigidbody>(); rbody.mass = 100; rbody.drag = 10; rbody.constraints = RigidbodyConstraints.FreezeRotation; collision = gameObject.AddComponent <CapsuleCollider>(); collision.radius = 0.35f; collision.height = 1.8f; collision.center = new Vector3(0, 0.9f, 0); animator.SetFloat("CycleOffset", Random.value); lastPosition = transform.position; foreach (Transform child in transform) { if (child.name.Contains("Launch_Point")) { attach_LaunchPoint = child; } if (child.name.Contains("Attach_Center")) { attach_Center = child; } } brain = gameObject.AddComponent <UnitBrain>(); brain.Init(newStats); }
// Use this for initialization void Start() { unitBrain = GetComponent <UnitBrain> (); if (unitBrain.name == "Unit(Clone)") { for (int i = -1; i < 2; i += 1) { GameObject newUnit = Instantiate(gameObject); newUnit.transform.position = new Vector3(transform.position.x + ((unitBrain.axis % 2) * 0.6f * i), transform.position.y - (((unitBrain.axis % 2) - 1) * 0.6f * i), 0f); newUnit.GetComponent <UnitBrain>().copy = true; } Destroy(gameObject); } }
// Update is called once per frame void Update() { if (Input.GetButtonDown(input)) { if (unitCooldowns [selector.currentlySelected] <= 0f) { newUnit = (GameObject)Instantiate(unit1, transform.position, Quaternion.identity); UnitBrain brain = newUnit.GetComponent <UnitBrain> (); //brain.type = selector.currentlySelected; brain.speed = race.GetComponent <Race> ().unitSpeed [selector.currentlySelected]; brain.armor = race.GetComponent <Race> ().unitArmor [selector.currentlySelected]; brain.maxHealth = race.GetComponent <Race> ().unitMaxHealth [selector.currentlySelected]; brain.atkDelay = race.GetComponent <Race> ().unitAtkDelay [selector.currentlySelected]; brain.damage = race.GetComponent <Race> ().unitAtkDamage [selector.currentlySelected]; brain.range = race.GetComponent <Race> ().unitRange [selector.currentlySelected]; //brain.createAbility = race.GetComponent<Race> ().createAbility [selector.currentlySelected]; //brain.collisionAbility = race.GetComponent<Race> ().collisionAbility [selector.currentlySelected]; //brain.passiveAbility = race.GetComponent<Race> ().passiveAbility [selector.currentlySelected]; //brain.deathAbility = race.GetComponent<Race> ().deathAbility [selector.currentlySelected]; //brain.raceGimmick = race.GetComponent<Race> ().raceGimmick; brain.mySprite = race.GetComponent <Race> ().unitSprite [selector.currentlySelected]; //brain.healthBar = newUnit.gameObject.transform.GetChild(0).GetChild(0).gameObject.GetComponent<Slider>() ; brain.axis = GetComponent <ArrowMovement> ().axis; brain.team = team; brain.row = gameObject.GetComponent <ArrowMovement> ().currentRow; brain.creator = gameObject; newUnit.AddComponent(System.Type.GetType(race.GetComponent <Race> ().raceName + selector.currentlySelected)); newUnit.AddComponent(System.Type.GetType(race.GetComponent <Race> ().raceName + "Gimmick")); for (int i = 0; i < unitCooldowns.Length; i++) { unitCooldowns[i] = race.GetComponent <Race>().unitCooldown[i]; } } } for (int i = 0; i < unitCooldowns.Length; i++) { unitCooldowns[i] -= Time.deltaTime; selector.transform.GetChild(i).transform.GetChild(0).transform.localScale = new Vector3(Mathf.Clamp(((unitCooldowns[i] / race.GetComponent <Race>().unitCooldown[i]) + 0.1f), 0f, 1f), Mathf.Clamp(((unitCooldowns[i] / race.GetComponent <Race>().unitCooldown[i]) + 0.1f), 0f, 1f), 0f); } selector.GetComponent <selectorBrain>().bigPreview.transform.GetChild(0).transform.localScale = new Vector3(Mathf.Clamp(((unitCooldowns[selector.GetComponent <selectorBrain>().currentlySelected] / race.GetComponent <Race>().unitCooldown[selector.GetComponent <selectorBrain>().currentlySelected]) + 0.1f), 0f, 1f), Mathf.Clamp(((unitCooldowns[selector.GetComponent <selectorBrain>().currentlySelected] / race.GetComponent <Race>().unitCooldown[selector.GetComponent <selectorBrain>().currentlySelected]) + 0.1f), 0f, 1f), 0f); }
// Update is called once per frame void Update() { sandbagDelay -= Time.deltaTime; if (sandbagDelay <= 0) { sandbagDelay = (Random.value * (5f - 2.5f)) + 2.5f; GameObject sandBag = Instantiate(Resources.Load <GameObject>("unit")); UnitBrain sandBrain = sandBag.GetComponent <UnitBrain>(); sandBrain.range = unitBrain.creator.GetComponent <UnitCreator>().race.GetComponent <Race>().unitRange[6]; sandBrain.atkDelay = unitBrain.creator.GetComponent <UnitCreator>().race.GetComponent <Race>().unitAtkDelay[6]; sandBrain.damage = unitBrain.creator.GetComponent <UnitCreator>().race.GetComponent <Race>().unitAtkDamage[6]; sandBrain.speed = unitBrain.creator.GetComponent <UnitCreator>().race.GetComponent <Race>().unitSpeed[6]; sandBrain.maxHealth = unitBrain.creator.GetComponent <UnitCreator>().race.GetComponent <Race>().unitMaxHealth[6]; sandBrain.armor = unitBrain.creator.GetComponent <UnitCreator>().race.GetComponent <Race>().unitArmor[6]; sandBrain.mySprite = unitBrain.creator.GetComponent <UnitCreator>().race.GetComponent <Race>().unitSprite[6]; sandBrain.team = unitBrain.team; sandBag.transform.position = gameObject.transform.position; sandBrain.row = unitBrain.row; sandBrain.creator = unitBrain.creator; sandBag.AddComponent <NedrexGimmick>(); sandBag.AddComponent <Nedrex6>(); } }
// Use this for initialization void Start() { //Debug.Log ("Start"); teleChance = 0.2f; unitBrain = GetComponent <UnitBrain> (); }
// Use this for initialization void Start() { unitBrain = GetComponent<UnitBrain> (); transform.Rotate(new Vector3(0f,0f,(Random.value*10f)-5f)) ; //me.transform.rotation.eulerAngles.z }
// Use this for initialization void Start() { //Debug.Log ("Start"); unitBrain = GetComponent <UnitBrain> (); }
// Use this for initialization void Start() { //Debug.Log ("Start"); teleChance = 0.2f; unitBrain = GetComponent<UnitBrain> (); }
// Use this for initialization void Start() { //Debug.Log ("Start"); unitBrain = GetComponent<UnitBrain> (); regenRate = 30; }
// Use this for initialization void Start() { teleCount = 1; unitBrain = GetComponent <UnitBrain> (); }
// Use this for initialization void Start() { teleCount = 1; unitBrain = GetComponent<UnitBrain> (); }
void Start() { unitBrain = GetComponent <UnitBrain>(); }
// Use this for initialization void Start() { unitBrain = GetComponent <UnitBrain> (); transform.Rotate(new Vector3(0f, 0f, (Random.value * 10f) - 5f)); //me.transform.rotation.eulerAngles.z }
// Use this for initialization void Start() { unitBrain = GetComponent <UnitBrain> (); sandbagDelay = (Random.value * (5f - 2.5f)) + 2.5f; }
void Awake() { status = GetComponent <Status>(); unitBrain = GetComponent <UnitBrain>(); }
// Use this for initialization void Start() { //Debug.Log ("Start"); unitBrain = GetComponent <UnitBrain> (); regenRate = 30; }
void Awake() { nextSpecialFire = specialFireRate + Time.time; status = GetComponent <Status>(); unitBrain = GetComponent <UnitBrain>(); }
// Use this for initialization void Start() { unitBrain = GetComponent<UnitBrain> (); sandbagDelay = (Random.value*(5f-2.5f))+2.5f ; }
// Use this for initialization void Start() { //Debug.Log ("Start"); unitBrain = GetComponent<UnitBrain> (); }
void Awake() { nextSecondaryFire = secondaryFireRate + Time.time; status = GetComponent <Status>(); unitBrain = GetComponent <UnitBrain>(); }