Exemplo n.º 1
0
    private void Start()
    {
        curPlayerHealth = 25.0f;

        tr             = GetComponent <Transform>();
        PlayerMove     = GetComponent <PlayerMove>();
        needRescue     = transform.Find("FighterInterceptor").transform.Find("Fuselage").GetComponent <MeshRenderer>();
        smoke          = transform.Find("DestroySmoke").GetComponent <ParticleSystem>();
        repairParticle = transform.Find("RepairParticle").GetComponent <ParticleSystem>();
        fireEffect     = transform.Find("FighterInterceptor").transform.Find("Fire_Effect").GetComponent <ParticleSystem>();
        shotPos        = transform.Find("ShotPos").gameObject;

        gameoverPanel = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("Canvas").transform.Find("GameOver").gameObject;


        hp_1 = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("Canvas_UI").transform.Find("HP_Panel").transform.Find("HP_1").gameObject;
        hp_2 = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("Canvas_UI").transform.Find("HP_Panel").transform.Find("HP_2").gameObject;
        hp_3 = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("Canvas_UI").transform.Find("HP_Panel").transform.Find("HP_3").gameObject;
        hp_4 = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("Canvas_UI").transform.Find("HP_Panel").transform.Find("HP_4").gameObject;
        hp_5 = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("Canvas_UI").transform.Find("HP_Panel").transform.Find("HP_5").gameObject;

        damageImage = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("Canvas").transform.Find("Damaged").gameObject;
        hpBar       = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("Canvas_UI").gameObject;
        laser       = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("[CameraRig]").gameObject;

        myaudio     = GetComponent <AudioSource>();
        boss_Health = GameObject.Find("Boss_position").transform.Find("BOSS").GetComponent <Boss_Health>();
        clearCanv   = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("ClearCanvas").gameObject;
        playerShot  = GetComponent <PlayerShot>();
    }
Exemplo n.º 2
0
    // Start is called before the first frame update
    void Start()
    {
        boss_targets.AddRange(GameObject.FindGameObjectsWithTag("Player"));
        if (boss_targets.Count == 1)
        {
            boss_targets.Add(GameObject.FindGameObjectWithTag("Player"));
        }

        anim        = GetComponent <Animator>();
        boss_Health = GetComponent <Boss_Health>();

        boss_attack_center_up      = transform.Find("BOSS_Attackplaces").transform.Find("boss_attack_center_up").GetComponent <Transform>();
        boss_attack_center_right   = transform.Find("BOSS_Attackplaces").transform.Find("boss_attack_center_right").GetComponent <Transform>();
        boss_attack_center_left    = transform.Find("BOSS_Attackplaces").transform.Find("boss_attack_center_left").GetComponent <Transform>();
        boss_attack_center_down    = transform.Find("BOSS_Attackplaces").transform.Find("boss_attack_center_down").GetComponent <Transform>();
        boss_attack_right_center_1 = transform.Find("BOSS_Attackplaces").transform.Find("boss_attack_right_center_1").GetComponent <Transform>();
        boss_attack_right_center_2 = transform.Find("BOSS_Attackplaces").transform.Find("boss_attack_right_center_2").GetComponent <Transform>();
        boss_attack_right_center_3 = transform.Find("BOSS_Attackplaces").transform.Find("boss_attack_right_center_3").GetComponent <Transform>();
        boss_attack_right_front    = transform.Find("BOSS_Attackplaces").transform.Find("boss_attack_right_front").GetComponent <Transform>();
        boss_attack_left_center_1  = transform.Find("BOSS_Attackplaces").transform.Find("boss_attack_left_center_1").GetComponent <Transform>();
        boss_attack_left_center_2  = transform.Find("BOSS_Attackplaces").transform.Find("boss_attack_left_center_2").GetComponent <Transform>();
        boss_attack_left_center_3  = transform.Find("BOSS_Attackplaces").transform.Find("boss_attack_left_center_3").GetComponent <Transform>();
        boss_attack_left_front     = transform.Find("BOSS_Attackplaces").transform.Find("boss_attack_left_front").GetComponent <Transform>();
        boss_attack_middle_center  = transform.Find("BOSS_Attackplaces").transform.Find("boss_attack_middle_center").GetComponent <Transform>();
    }
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.CompareTag("Player"))
        {
            Boss_Health boss_Health = GameObject.FindGameObjectWithTag("Boss").GetComponent <Boss_Health>();
            boss_Health.TakeDamage(40);

            DataPlayerChange playerStam = collision.transform.GetComponent <DataPlayerChange>();
            playerStam.UseStam(30);
        }
    }
Exemplo n.º 4
0
    void Awake()
    {
        // instans = this;
        PhotonNetwork.Instantiate("newPlayer", Vector3.zero, Quaternion.identity, 0, null);

        spawnMgr = GameObject.Find("SpawnMgr").gameObject;
        BOSS     = GameObject.Find("Boss_position").transform.Find("BOSS").gameObject;
        boss_tr  = GameObject.Find("Boss_position").GetComponent <Transform>();

        spawnMgr.SetActive(false);
        BOSS.SetActive(false);

        bossAttack  = BOSS.GetComponent <Boss_Attack>();
        boss_Health = BOSS.GetComponent <Boss_Health>();
    }
Exemplo n.º 5
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.CompareTag("Player"))
     {
         Destroy(gameObject);
         throwclass.RemoveCooldown();
     }
     if (collision.CompareTag("Ground"))
     {
         Instantiate(impact, transform.position, Quaternion.identity);
         rb.velocity = (GameObject.Find("Character").transform.position - transform.position).normalized * speed;
     }
     if (collision.tag.Equals("Boss"))
     {
         Boss_Health health = collision.GetComponent <Boss_Health>();
         health.GetDamage(30, true, 5);
     }
 }
Exemplo n.º 6
0
    private void Awake()
    {
        shotLevel = 1;
        bombStock = 4;
        shotPos   = transform.Find("ShotPos").gameObject;

        mainshotPos.GetComponent <PlayerFire>().enabled       = true;
        subshotPos_a.GetComponent <PlayerSubFire>().enabled   = false;
        subshotPos_b.GetComponent <PlayerSubFire>().enabled   = false;
        subshotPos_a_2.GetComponent <PlayerSubFire>().enabled = false;
        subshotPos_b_2.GetComponent <PlayerSubFire>().enabled = false;

        Bomb        = transform.Find("Bomb_Effect").GetComponent <ParticleSystem>();
        boss_health = GameObject.Find("Boss_position").transform.Find("BOSS").GetComponent <Boss_Health>();

        bomb_1 = transform.Find("FighterInterceptor").transform.Find("BombPos").transform.Find("BOMB_missile_1").gameObject;
        bomb_2 = transform.Find("FighterInterceptor").transform.Find("BombPos").transform.Find("BOMB_missile_2").gameObject;
        bomb_3 = transform.Find("FighterInterceptor").transform.Find("BombPos").transform.Find("BOMB_missile_3").gameObject;
        bomb_4 = transform.Find("FighterInterceptor").transform.Find("BombPos").transform.Find("BOMB_missile_4").gameObject;

        ShotBoom   = GetComponent <AudioSource>();
        playerMove = GetComponent <PlayerMove>();
    }
    //-----------------------------------------------------------------------------------------------------------------------------------------------------
    // When the Game Starts
    private void Start()
    {
        nav            = GetComponent <NavMeshAgent>();
        bH             = GetComponent <Boss_Health>();
        camTarCon      = GameObject.FindObjectOfType <CameraTargetController>();
        rb             = GetComponent <Rigidbody>();
        rb.isKinematic = true;
        rb.mass        = 9001;
        rb.constraints = RigidbodyConstraints.FreezeRotation;
        headHitBox.transform.GetComponent <Collider>().enabled = false;
        headHitBox.damage = burrowDamage;

        maxHealth = bH.health;

        if (wallTargetCount > 0)
        {
            //Example:
            //X = 1000 - (1000 / 3 + 1)
            //X = 1000 - 250
            //X = 750
            nextWallAttackSubstract = (maxHealth / (wallTargetCount + 1));
            nextWallAttack          = maxHealth - nextWallAttackSubstract;
        }
    }
Exemplo n.º 8
0
 void Start()
 {
     BossHealth = GameObject.Find("Boss_position").transform.Find("BOSS").GetComponent <Boss_Health>();
     particle   = this.transform.Find("missile_explosion").GetComponent <ParticleSystem>();
 }
Exemplo n.º 9
0
    //This function is called when attacking
    private void Attack()
    {
        animator.SetTrigger("Attack");
        if (grounded)
        {
            createDust(); // Creates dust particle when player swing sword only if player is on the ground
        }

        // This will create a circle that will detect a layer(which will be the enemy)
        // It takes as parameter a point, a radius and a layer and store the data received in an array(hitenemies)
        Collider2D[] hitenemies = Physics2D.OverlapCircleAll(attackPoint.position, attackRange, enemyLayers);

        // For each data(we named it enemy here) that is in the array
        foreach (Collider2D enemy in hitenemies)
        {
            Monster_EnemyState enemy1 = enemy.GetComponent <Monster_EnemyState>(); // assigning a script's component in a variable
            if (enemy1 != null)                                                    // if this variable is not null then
            {
                camanimator.enabled = false;                                       // Disable the Main Camera's Cinemachine Brain
                cam.enabled         = false;                                       // Disable the Main Camera's Animator
                Knight_CameraShake.instance.startShake(.1f, .2f);                  // Reference to Knight_CameraShake script
                enemy1.EnemyTakeDamage(CommonEnemies);                             // Give damage to that layer by calling its damage function and giving it a parameter
                return;
            }

            Monster_Enemies enemy2 = enemy.GetComponent <Monster_Enemies>(); //assigning another script's component in a variable
            if (enemy2 != null)                                              //if this variable is not null then
            {
                camanimator.enabled = false;                                 // Disable the Main Camera's Cinemachine Brain
                cam.enabled         = false;                                 // Disable the Main Camera's Animator
                Knight_CameraShake.instance.startShake(.1f, .2f);            // Reference to Knight_CameraShake script
                enemy2.TakeDamage(HeavyEnemies);                             // Give damage to that layer by calling its damage function and giving it a parameter
            }

            Monster_Flying enemy3 = enemy.GetComponent <Monster_Flying>(); // Assigning another script's component in a variable
            if (enemy3 != null)                                            // If this variable is not null then
            {
                camanimator.enabled = false;                               // Disable the Main Camera's Cinemachine Brain
                cam.enabled         = false;                               // Disable the Main Camera's Animator
                Knight_CameraShake.instance.startShake(.1f, .2f);          // Activates Camera Shake from Knight_CameraShake script
                enemy3.TakeDamageFlyMonster(FlyingEnemies);                // Give damage to that layer by calling its damage function and giving it a parameter
            }

            Boss_Health enemy4 = enemy.GetComponent <Boss_Health>();
            if (enemy4 != null)
            {
                enemy4.MonsterTakeDamage(25);
            }

            Knight_Barrel Barrel = enemy.GetComponent <Knight_Barrel>();
            if (Barrel != null)
            {
                camanimator.enabled = false;                        // Disable the Main Camera's Cinemachine Brain
                cam.enabled         = false;                        // Disable the Main Camera's Animator
                Knight_CameraShake.instance.startShake(.1f, .2f);   // Activates Camera Shake from Knight_CameraShake script
                Barrel.BreakBarrel(xAmount, yAmount);               // Breaks Barrel and spawn coins and hearts from Knight_Barrel script
            }

            Power_Chest Chest = enemy.GetComponent <Power_Chest>();
            if (Chest != null)
            {
                camanimator.enabled = false;                        // Disable the Main Camera's Cinemachine Brain
                cam.enabled         = false;                        // Disable the Main Camera's Animator
                Knight_CameraShake.instance.startShake(.1f, .2f);   // Activates Camera Shake from Knight_CameraShake script
                Chest.OpenChest(xAmount, yAmount);                  // Opens chest and spawn coins and hearts from Power_Chest script
            }

            Knight_Pot Pot = enemy.GetComponent <Knight_Pot>();
            if (Pot != null)
            {
                camanimator.enabled = false;                        // Disable the Main Camera's Cinemachine Brain
                cam.enabled         = false;                        // Disable the Main Camera's Animator
                Knight_CameraShake.instance.startShake(.1f, .2f);   // Activates Camera Shake from Knight_CameraShake script
                Pot.BreakPot(xAmount, yAmount);                     // Breaks Barrel and spawn coins and hearts from Knight_Pot script
            }
        }
    }
Exemplo n.º 10
0
    /*too much of a hassle just hard code this
     *[Header("0 = genbu, 1 = snake genbu, 2 = Forgemaster, 3 = Disir")]
     * public string[] nameOfVictoryScenes;*/

    /// <summary>
    /// Runs through all avalible objectives and updates weather or not they are completed.
    /// </summary>
    public void UpdateObjectives()
    {
        int numCompleted = 0; //Talles for checking if all objectives are finished

        for (int x = 0; x < _Objectives.Count; x++)
        {
            //Set the toggel to the same as the objectives complete bool.
            objectiveDisplay[x].isOn = _Objectives[x].bIsCompleted;

            //storage string
            string displayText;

            if (_Objectives[x].total > 0)
            {
                //Display the count and total.
                displayText = _Objectives[x].description + _Objectives[x].currentCount + "/" + _Objectives[x].total;
            }
            else
            {
                //Just show the objective.
                displayText = _Objectives[x].description;
            }

            //Assign the Display string for all to read.
            objectiveDisplay[x].GetComponentInChildren <Text>().text = displayText;
        }

        if (currentBoss == _Boss.Genbu)
        {
            //Talk to Objective system plate has fallen off
            for (int x = 0; x < _Objectives.Count; x++)
            {
                if (_Objectives[x].name == "broken legs")
                {
                    ThighBlaster _blaster = GameObject.FindObjectOfType <ThighBlaster>();
                    _Objectives[x].currentCount = _blaster.numBroken; //set the count to that of the number of broken legs.

                    // print("Numbroken: " + _Objectives[x].currentCount);
                    if (_Objectives[x].currentCount == _Objectives[x].total)
                    {
                        _Objectives[x].bIsCompleted = true;
                    }                                                                                                //Check to see if the goal is finished
                }
                else if (_Objectives[x].name == "armoured plating")
                {
                    if (_Objectives[x].currentCount == _Objectives[x].total)
                    {
                        _Objectives[x].bIsCompleted = true;
                    }                                                                                                    //Check to see if the goal is finished
                }
            }
        }

        if (currentBoss == _Boss.Snake_Genbu)
        {
            //find the snake boss's health class
            Boss_Health _HP = FindObjectOfType <Boss_Health>();
            //If the snake is dead set the objective completion to true
            if (_HP.health <= 0f)
            {
                _Objectives[0].bIsCompleted = true;
            }
        }



        foreach (ObjectiveData objective in _Objectives)
        {
            if (objective.bIsCompleted == true)
            {
                numCompleted++;     //add a tick
            }
        }

        //when all the obectives are complete.
        if (numCompleted >= _Objectives.Count)
        {
            //load the next scene.
            //UnityEngine.SceneManagement.SceneManager.LoadScene(GetNextScene());
            GameManager.GM.PlayerWon(currentBoss);
        }
    }