private DemoScene() { // set up camera Camera = new Camera { //Zoom = 2, Origin = new Vector2(320, 180), Position = new Vector2(200, 400) }; map = new DemoMap(); player = new Player(Camera); TestEnemy enemy = new TestEnemy(new Vector2(200, 600), player); enemy2 = new WalkingEnemy(new Vector2(295, 365), player); //enemy2 = new WalkingEnemy(new Vector2(250, 400), player); Item item = new Item(player, new Vector2(100, 500)); children.Add(map); children.Add(player); //children.Add(enemy); children.Add(enemy2); children.Add(item); physical = new PhysicsGroup(PhysicsGroupType.Physical); physical.Add(map); physical.Add(player); //physical.Add(enemy); physical.Add(enemy2); writer = new FragmentWriter("Fonts/TooMuchInk", new Rectangle(100, 450, 200, 200), Color.White); writer.SetText(Fragment.Parse(example)); }
private void Start() { enemy = transform.parent.gameObject.GetComponent <WalkingEnemy>(); if (enemy == null) { Debug.LogError("no walking enemy found on parent!"); } //Debug.Log("found parent: " + enemy); }
public void Start() { flyingEnemyScript = FindObjectOfType <FlyingEnemy>(); walkingEnemyScript = FindObjectOfType <WalkingEnemy>(); flyingEnemyRigidbody2D = flyingEnemyScript.gameObject.GetComponent <Rigidbody2D>(); walkingEnemyRigidbody2D = walkingEnemyScript.gameObject.GetComponent <Rigidbody2D>(); flyingEnemyIsDead = false; walkingEnemyIsDead = false; }
public override void Die() { base.Die(); GameObject go = Instantiate(ExplosionEffect, transform.position, Quaternion.identity); go.transform.localScale = Vector3.one * Range; FindObjectsOfType <Entity>() .Where(x => x.Team != Team) .Where(x => (x.transform.position - transform.position).magnitude < Range) .ToList() .ForEach(x => x.TakeDamage(Damage)); for (int i = 0; i < SpawnAmount; i++) { GameObject spawn = Instantiate(SpawnPrefab, transform.position + Vector3.left * Random.Range(-1, 1f) * Range / 2 + Vector3.up * Random.Range(-1, 1f) * Range / 2, Quaternion.identity); WalkingEnemy wEnemy = spawn.GetComponent <WalkingEnemy>(); if (wEnemy) { wEnemy.Path = Path; wEnemy.Progress = Progress; } } }
public void Enter(WalkingEnemy enemy) { this.enemy = enemy; this.patrolDuration = Random.Range(enemy.minPatrolDuration, enemy.maxPatrolDuration); }
public void Enter(WalkingEnemy enemy) { this.enemy = enemy; this.idleDuration = Random.Range(enemy.minIdleDuration, enemy.maxIdleDuration); }
public void Enter(WalkingEnemy enemy) { this.enemy = enemy; }