private void Start() { photonview = this.transform.GetChild(0).GetComponent <PhotonView>(); PlayerObj.SetActive(true); //rvocontroller = GetComponentInChildren<Pathfinding.RVO.RVOController>(); seeker = GetComponentInChildren <Pathfinding.Seeker>(); aipath = GetComponentInChildren <Pathfinding.AIPath>(); funnelmodifier = GetComponentInChildren <Pathfinding.FunnelModifier>(); aidestinatonsetter = GetComponentInChildren <Pathfinding.AIDestinationSetter>(); playermouse = GetComponentInChildren <PlayerMouse>(); rigidbody = GetComponentInChildren <Rigidbody>(); WarFog = PlayerObj.GetComponent <FogOfWarEntity>(); forminimap = transform.GetChild(2).gameObject; astar_target = transform.GetChild(1).gameObject; splatmanager = transform.GetChild(0).GetChild(0).gameObject; rigidbody.isKinematic = true; WarFog.enabled = false; if (photonView.isMine) { PlayerObj.name = gameObject.name + "_" + PhotonNetwork.player.NickName; } else { PlayerObj.name = gameObject.name + photonView.owner.NickName; } SceneManager.activeSceneChanged += SceneLoaded; DontDestroyOnLoad(this); }
void Awake() { player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <PlayerMovement>(); enemy = GameObject.FindGameObjectWithTag("Enemy"); canmove = enemy.GetComponent <Pathfinding.AIPath>(); }
public override void Initialize() { aiMoveScript = GetComponent <Pathfinding.AIPath>(); playerObject = HeroGeneralManager.instance.heroObject; attackCollider = transform.GetChild(1).gameObject; attackColliderScript = attackCollider.GetComponent <BoxCollider2D>(); myMeleeAttackRange = transform.GetChild(3).gameObject; //mySkill1AttackRange = transform.GetChild(4).gameObject; myAnimator = GetComponent <Animator>(); myBase = GetComponent <MonsterBase>(); if (myBase == null) { Debug.LogError("myBase is null."); } myDataSet = MonsterDataManager.instance.ThrowDataIntoContainer((int)MonsterDataManager.MONSTER.FIRE_ELEMENTAL); myColliderSet = CSVReader.Read("CSV/Monster/Stage3/ReturnHero_fire_AttackCollider"); _id = (int)myDataSet["ID"]; _health = (int)myDataSet["Health"]; _movingSpeed = (float)myDataSet["MovingSpeed"]; aiMoveScript.maxSpeed = _movingSpeed; _meleeDamage = (int)myDataSet["MeleeDamage"]; _meleeCoolDown = (int)myDataSet["MeleeCoolDown"]; _skill1Damage = (int)myDataSet["Skill1Damage"]; _Skill1CoolDown = (int)myDataSet["Skill1CoolDown"]; _isMeleeAttackReady = true; _isSkill1AttackReady = false; StartCoroutine(CoolDownSkill1()); }
public override void Initialize() { aiMoveScript = GetComponent <Pathfinding.AIPath>(); playerObject = HeroGeneralManager.instance.heroObject; attackCollider = transform.GetChild(1).gameObject; attackColliderScript = attackCollider.GetComponent <BoxCollider2D>(); myMeleeAttackRange = transform.GetChild(3).gameObject; myAnimator = GetComponent <Animator>(); aiDestinationSetter = GetComponent <Pathfinding.AIDestinationSetter>(); aiDestinationSetter.target = playerObject.transform; myBase = GetComponent <MonsterBase>(); if (myBase == null) { Debug.LogError("myBase is null"); } myDataSet = MonsterDataManager.instance.ThrowDataIntoContainer((int)MonsterDataManager.MONSTER.ZOMBIE); myColliderSet = CSVReader.Read("CSV/Monster/Stage1/ReturnHero_Zombie_AttackCollider"); _id = (int)myDataSet["ID"]; _health = (int)myDataSet["Health"]; _movingSpeed = (float)myDataSet["MovingSpeed"]; _meleeDamage = (int)myDataSet["MeleeDamage"]; _meleeCoolDown = (int)myDataSet["MeleeCoolDown"]; _isMeleeAttackReady = true; //Debug.Log("Initialized : " + _id + ", " + _health + ", " + _movingSpeed + ", " + _meleeDamage + ", " + _meleeCoolDown); //aiMoveScript.maxSpeed = _movingSpeed; }
private void Start() { mybehav = GetComponent <ChampionBehavior>(); Spell_D = PlayerData.Instance.spell_D; Spell_F = PlayerData.Instance.spell_F; ChampData = GetComponent <ChampionData>(); Player = GameObject.FindGameObjectWithTag("Player"); AstarTarget = GameObject.FindGameObjectWithTag("PlayerA*Target"); if (!Player) { Player = GameObject.FindGameObjectWithTag("Player"); if (!Player) { return; } } team = PhotonNetwork.player.GetTeam().ToString().ToLower(); photonview = GetComponent <PhotonView>(); aiPath = GetComponent <Pathfinding.AIPath>(); splatmanager = GetComponentInChildren <SplatManager>(); AIPath = GetComponent <Pathfinding.AIPath>(); curSpeed = aiPath.maxSpeed; layerMask = (-1) - ((1 << LayerMask.NameToLayer("WallCollider"))); op = new RaiseEventOptions() { Receivers = ReceiverGroup.All, }; }
public override void Initialize() { aiMoveScript = GetComponent <Pathfinding.AIPath>(); playerObject = HeroGeneralManager.instance.heroObject; myAnimator = GetComponent <Animator>(); myBase = GetComponent <MonsterBase>(); if (myBase == null) { Debug.LogError("myBase is null."); } myDataSet = MonsterDataManager.instance.ThrowDataIntoContainer((int)MonsterDataManager.MONSTER.ICE_ELEMENTAL); _id = (int)myDataSet["ID"]; _health = (int)myDataSet["Health"]; _movingSpeed = (float)myDataSet["MovingSpeed"]; aiMoveScript.maxSpeed = _movingSpeed; _meleeDamage = (int)myDataSet["MeleeDamage"]; _meleeCoolDown = (int)myDataSet["MeleeCoolDown"]; _skill1Damage = (int)myDataSet["Skill1Damage"]; _Skill1CoolDown = (int)myDataSet["Skill1CoolDown"]; _isMeleeAttackReady = true; _isSkill1AttackReady = true; }
// Use this for initialization void Start() { rigidBody = GetComponent <Rigidbody>(); seeker = GetComponent <Pathfinding.AIPath>(); StartCoroutine(UpdateTargets()); animator = GetComponentInChildren <Animator>(); }
private void Start() { bat_Animation = GetComponent <Animator>(); AnimatorStateInfo state = bat_Animation.GetCurrentAnimatorStateInfo(0); bat_Animation.Play(state.fullPathHash, -1, Random.Range(0f, 1f)); ai_path = GetComponentInParent <Pathfinding.AIPath>(); }
private void Awake() { aiPathStatus = gameObject.GetComponent <Pathfinding.AIPath>(); positionConstraint = gameObject.GetComponent <PositionConstraint>(); rigidbody = gameObject.GetComponent <Rigidbody>(); monsterControl = GameObject.Find("GameManager").GetComponent <MonsterControl>(); HookObj = GameObject.Find("Hook").gameObject; }
void OnEnable() { reachedEnd = false; rigidBody = GetComponent <Rigidbody>(); seeker = GetComponent <Pathfinding.AIPath>(); explosionSprite = transform.FindChild("Explosion").gameObject.GetComponent <SpriteRenderer>(); explosionSprite.enabled = false; health = 3; SetTargets(); }
// Use this for initialization void Start() { thisVolcano = gameObject.GetComponent <MiniVolcanoes>(); lavaSpriteRenderer = lava.GetComponent <SpriteRenderer>(); randomLavaTime = Random.Range(minInvoke, maxInvoke); magmaParticle = gameObject.GetComponentInChildren <ParticleSystem>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovement>(); aiPath = gameObject.GetComponent <Pathfinding.AIPath>(); aiSetter = gameObject.GetComponent <Pathfinding.AIDestinationSetter>(); thirdBossRef = gameObject.GetComponent <ThirdBossSM>(); animController = gameObject.GetComponentInChildren <Animator>(); //animController.Play() }
private void Awake() { Enemy_AI = GetComponent <Pathfinding.AIPath>(); HealthBar_UI.InitializeHealth(health); Random_X_Velocity = Mathf.Sign(Random.Range(-1f, 1f)) * Random.RandomRange(0.1f, 2f); // random direction and magnitude. Rat_Anim = GetComponent <Animator>(); if (Gigantamax) { Target = GetComponent <Pathfinding.AIDestinationSetter>(); totalHealth = health; } }
// Start is called before the first frame update void Start() { playerCrowScript = GameObject.FindWithTag("Player").GetComponent <Player_to_Crow>(); targetingScript = GetComponentInParent <Pathfinding.AIDestinationSetter>(); targetingScript.target = playerCrowScript.returnCrowTarget1(); crowParent.transform.position = playerCrowScript.returnCrowTarget1().position; crow_Animation = GetComponent <Animator>(); AnimatorStateInfo state = crow_Animation.GetCurrentAnimatorStateInfo(0); crow_Animation.Play(state.fullPathHash, -1, Random.Range(0f, 1f)); ai_path = GetComponentInParent <Pathfinding.AIPath>(); }
public LookingDirection myLookingDirection; // Top, Down, Left, Right #region MonoBehavior CallBacks private void OnEnable() { // Initialize at here myState = State.Alive; myAction = Action.Idle; playerObject = HeroGeneralManager.instance.heroObject; aiMoveScript = GetComponent <Pathfinding.AIPath>(); attackCollider = transform.GetChild(0).GetComponent <BoxCollider2D>(); animator = GetComponent <Animator>(); //print(playerObject); Initialize(); aiMoveScript.enabled = false; }
private void Awake() { target = new GameObject("Target"); rb = GetComponent <Rigidbody2D>(); NPCPath = GetComponent <Pathfinding.AIPath>(); NPCDestination = GetComponent <Pathfinding.AIDestinationSetter>(); ghost = GameObject.Find("Ghost"); shouts = GetComponents <AudioSource>(); EventManager.AddListener(EventTypes.RunawayToDoorNew, Runaway); EventManager.AddListener(EventTypes.RunawayAnywhere, Investigate); //EventManager.AddListener(EventTypes.StopRunaway, RunToDoor); EventManager.AddListener(EventTypes.StopRunawayAnywhere, StopInvestigation); //EventManager.AddListener(EventTypes.RunToDoor, RunToDoor); EventManager.AddListener(EventTypes.Dead, OnDeath); }
//private stuff public void Awake() { taskList = new TaskList(); player = GameObject.Find("Player").GetComponent <PlayerControl>(); enemyVision = GetComponent <EnemyVision>(); pathFinder = GetComponent <Pathfinding.AIPath>(); //initialize state machines mainFSM = new StateMachine(this); soundManager = GameObject.Find("Sound Manager").GetComponent <SoundManager>(); soundFSM = new StateMachine(this); myAwake(); //called from derived class }
void Awake() { base.Awake(); //initialize child specific variables visionRadius = 5f; //get references to all attatched hitboxes and set the default Hitboxes = new List <BoxCollider2D>(); Transform[] ts = GetComponentsInChildren <Transform>(); foreach (Transform t in ts) { if (t.CompareTag("Hitbox")) { Hitboxes.Add(t.GetComponent <BoxCollider2D>()); } } effectiveHitbox = Hitboxes[0]; Path = GetComponent <Pathfinding.AIPath>(); DestinationSetter = GetComponent <Pathfinding.AIDestinationSetter>(); AIPatrol = GetComponent <Pathfinding.Patrol>(); Path.maxSpeed = movementSpeed; currentAIState = AIState.idle; previousAIState = AIState.start; //TG //I am not searching on instantiation bIsSearching = false; bIsFleeing = false; bIsCounting = false; //Create chase waypoint chaseTarget = Instantiate(waypoint, gameObject.transform.position, new Quaternion(), GameObject.Find("waypointListContainer").transform); //Create patrol waypoints patrolPointArray[0] = Instantiate(waypoint, new Vector3(gameObject.transform.position.x + 5f, gameObject.transform.position.y + 5f, 0), new Quaternion(), GameObject.Find("waypointListContainer").transform); patrolPointArray[1] = Instantiate(waypoint, new Vector3(gameObject.transform.position.x + 5f, gameObject.transform.position.y - 5f, 0), new Quaternion(), GameObject.Find("waypointListContainer").transform); patrolPointArray[2] = Instantiate(waypoint, new Vector3(gameObject.transform.position.x - 5f, gameObject.transform.position.y + 5f, 0), new Quaternion(), GameObject.Find("waypointListContainer").transform); patrolPointArray[3] = Instantiate(waypoint, new Vector3(gameObject.transform.position.x - 5f, gameObject.transform.position.y - 5f, 0), new Quaternion(), GameObject.Find("waypointListContainer").transform); }
void Start() { GameObject temp = Instantiate(new GameObject()); temp.transform.position = this.transform.position; startingPos = temp.transform; SearchTime = giveUpTime; line = this.GetComponent <LineRenderer>(); player = GameObject.FindObjectOfType <PlayerManager>(); line.useWorldSpace = true; TimeUntilFiring = fireRate; pathing = transform.parent.GetComponent <Pathfinding.AIPath>(); outOfRange = Vector2.Distance(this.transform.position, player.transform.position) < RANGE; active = CheckLineOfSight(ACTIVE_RANGE); }
public override void Initialize() { aiMoveScript = GetComponent <Pathfinding.AIPath>(); playerObject = HeroGeneralManager.instance.heroObject; attackCollider = transform.GetChild(1).gameObject; attackColliderScript = attackCollider.GetComponent <BoxCollider2D>(); myMeleeAttackRange = transform.GetChild(3).gameObject; mySkill1AttackRange = transform.GetChild(4).gameObject; mySkill2AttackRange = transform.GetChild(5).gameObject; myAnimator = GetComponent <Animator>(); aiDestinationSetter = GetComponent <Pathfinding.AIDestinationSetter>(); aiDestinationSetter.target = playerObject.transform; myBase = GetComponent <MonsterBase>(); if (myBase == null) { Debug.LogError("myBase is null."); } myDataSet = MonsterDataManager.instance.ThrowDataIntoContainer((int)MonsterDataManager.MONSTER.GATEKEEPER); myColliderSet = CSVReader.Read("CSV/Monster/Stage0/ReturnHero_GateKeeper_AttackCollider"); _id = (int)myDataSet["ID"]; _health = (int)myDataSet["Health"]; _movingSpeed = (float)myDataSet["MovingSpeed"]; aiMoveScript.maxSpeed = _movingSpeed; _meleeDamage = (int)myDataSet["MeleeDamage"]; _meleeCoolDown = (int)myDataSet["MeleeCoolDown"]; _skill1Damage = (int)myDataSet["Skill1Damage"]; _Skill1CoolDown = (int)myDataSet["Skill1CoolDown"]; _skill2Damage = (int)myDataSet["Skill2Damage"]; _Skill2CoolDown = (int)myDataSet["Skill2CoolDown"]; _isMeleeAttackReady = true; _isSkill1AttackReady = true; _isSkill2AttackReady = true; }
void Start() { cam = Camera.main; rb = GetComponent <Rigidbody2D>(); stats = GetComponent <BasicStats>(); headReset = transform.Find("Head Reset"); audioManager = AudioManager.instance; animTimeManager = GameManager.instance.GetComponent <AnimTimeManager>(); gm = GameManager.instance; anim = GetComponent <Animator>(); obstacleMask = LayerMask.GetMask("Walls", "OpenDoors", "ClosedDoors"); AIDestSetter = GetComponent <Pathfinding.AIDestinationSetter>(); AIPath = GetComponent <Pathfinding.AIPath>(); RVOController = GetComponent <Pathfinding.RVO.RVOController>(); CalculateMoveSpeeds(); StartCoroutine(UpdateFootstepSounds()); }
void Awake() { base.Awake(); baseAttack = 10.0f; dexterity = .05f; vitality = .01f; movementSpeed = 6.0f; //initialize child specific variables visionRadius = 8f; Path = GetComponent <Pathfinding.AIPath>(); DestinationSetter = GetComponent <Pathfinding.AIDestinationSetter>(); AIPatrol = GetComponent <Pathfinding.Patrol>(); Path.maxSpeed = movementSpeed; currentAIState = AIState.idle; previousAIState = AIState.start; //TG //Sets the ray cast to trigger when colliding with player hurtbox layerMask = 1 << 10; //I am not searching on instantiation bIsSearching = false; bIsFleeing = false; bIsCounting = false; //Create chase waypoint chaseTarget = Instantiate(waypoint, gameObject.transform.position, new Quaternion(), GameObject.Find("waypointListContainer").transform); //Create patrol waypoints patrolPointArray[0] = Instantiate(waypoint, new Vector3(gameObject.transform.position.x - 5.0f, gameObject.transform.position.y + 5.0f, 0), new Quaternion(), GameObject.Find("waypointListContainer").transform); patrolPointArray[1] = Instantiate(waypoint, new Vector3(gameObject.transform.position.x + 5.0f, gameObject.transform.position.y + 5.0f, 0), new Quaternion(), GameObject.Find("waypointListContainer").transform); patrolPointArray[2] = Instantiate(waypoint, new Vector3(gameObject.transform.position.x + 5.0f, gameObject.transform.position.y - 5.0f, 0), new Quaternion(), GameObject.Find("waypointListContainer").transform); patrolPointArray[3] = Instantiate(waypoint, new Vector3(gameObject.transform.position.x - 5.0f, gameObject.transform.position.y - 5.0f, 0), new Quaternion(), GameObject.Find("waypointListContainer").transform); }
void Update() { if (!startFight) { SetStart(); } if (!imortal) { HpManager(); //control and update Hp and stamina variables if (!Hunt) { Pathfinding.AIPath mention = GetComponent <Pathfinding.AIPath>(); mention.maxSpeed = 15; } if (Hp <= 0) {// control when the cell die Dead(); Debug.Log(this.name + " is Dead"); } // switch between the fuctions if (Hunt) { //Debug.Log("Hunt is on"); Pathfinding.AIPath mention = GetComponent <Pathfinding.AIPath>(); mention.maxSpeed = 25; HuntFunciton(); } if (Reproduction) { // Debug.Log("Reproduction is on"); Reproduce(); } if (heal) { // Debug.Log("Heal is on"); Healing(); } if (lastStand) { //Debug.Log("Last stand is on"); lastStandFunction(); } if ((!lastStand) && (!heal) && (!Reproduction) && (!Hunt)) { if (MaxStamina > HuntVar) { Reproduction = true; Hunt = false; heal = false; lastStand = false; executeOnce = false; timer = waitTime; } else if (HuntVar > MaxStamina) { Hunt = true; Reproduction = false; heal = false; lastStand = false; executeOnce = false; timer = waitTime; } } } if (this.gameObject.tag == "GoodCells") { if (flockControlGood.GetComponent <Flock>().lastStand) { lastStand = true; } } if (this.gameObject.tag == "NeutralCells") { if (flockControlNeutral.GetComponent <Flock>().lastStand) { lastStand = true; } } }
void Start() { playerObject = GameObject.FindGameObjectWithTag("Player"); aiPath = GetComponent <Pathfinding.AIPath>(); StartCoroutine("ShootCycle"); }