// Use this for initialization void Awake() { // First, set barScaleFactor such that the height of the health bars is the upper 20% of the screen. barScaleFactor = (0.2f * Screen.height) / barTextureHeight; // 793 x 289 is the scale for the health bar png. barTextureLength *= barScaleFactor; barTextureHeight *= barScaleFactor; xOffset = (int) (0.3f * barTextureLength); yOffsetHealth = (int) (0.35f * barTextureHeight); yOffsetSpecial = (int) (0.5f * barTextureHeight); // Initialize character attributes charCombat = character.GetComponent<CombatScript> (); charMover = character.GetComponent<MovementAnimationScript> (); startHealth = charCombat.startHealth; charOnLeft = !charMover.facingLeft; // Initialize special attack strength. maxSpecialStrength = charCombat.maxSpecialStrength; // The health bar will be flipped and shifted from the left side of the screen // if the character's position is on the right. if (!charOnLeft){ float spaceFromLeft = (float) (1f - (1.02 * (barTextureLength/Screen.width))); barPosition = Camera.main.ViewportToScreenPoint( new Vector3( spaceFromLeft, 0.01f, 0f) ); } else { barPosition = Camera.main.ViewportToScreenPoint( new Vector3(0f, 0.01f, 0f) ); } // Debug.Log (gameObject + "'s barPosition is: " + barPosition); // Debug.Log ("The bar length and height for " + gameObject + " are: " + barTextureLength + " and " + barTextureHeight); }
// Start is called before the first frame update void Start() { move_script = GetComponent <movePlayer>(); combat_script = GetComponent <CombatScript>(); inventory_script = GetComponent <InventoryScript>(); grab_script = GetComponent <GrabScript>(); }
public void init(int number, CombatScript cs) { this.number = number; this.units = new List <CombatUnit>(3); CombatUnit archer; CombatUnit knight; CombatUnit soldier; if (number == 1) { archer = cs.blues[0].AddComponent <CombatUnit>(); knight = cs.blues[1].AddComponent <CombatUnit>(); soldier = cs.blues[2].AddComponent <CombatUnit>(); } else { archer = cs.reds[0].AddComponent <CombatUnit>(); knight = cs.reds[1].AddComponent <CombatUnit>(); soldier = cs.reds[2].AddComponent <CombatUnit>(); } archer.init(this.number, 1); knight.init(this.number, 2); soldier.init(this.number, 3); this.units.Add(archer); this.units.Add(knight); this.units.Add(soldier); }
// MovementAnimationScript parentMover; // Use this for initialization void Start() { Physics2D.IgnoreLayerCollision (11, 11); Physics2D.IgnoreLayerCollision (12, 12); parentChar = GameObject.Find (characterName); parentCombat = parentChar.GetComponent<CombatScript> (); // parentMover = parentChar.GetComponent<MovementAnimationScript> (); }
public void Quit() { Destroy(GameObject.Find("UI")); GameLevelManager.resetScore(); CombatScript.resetHeroLife(); PlayMusic.StopMusic(); SceneManager.LoadScene("MainMenu"); Pause.UnPause(); }
void Start() { script = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <CombatScript> (); if (gameObject.name == "HeadHitBox") { hitDamage = hitDamage * 6; } Debug.Log(hitDamage + " " + gameObject.name); }
private void Start() { move_script = GetComponent <movePlayer>(); health_script = GetComponent <HealthScript>(); combat_script = GetComponent <CombatScript>(); consume_doener = false; consume_frankfurter = false; consume_puntigamer = false; }
private void Awake() { if (instance != null) { Destroy(this.gameObject); } else { instance = this; } }
// Start is called before the first frame update void Start() { enemyDetection = GetComponentInChildren <EnemyDetection>(); playerCombat = FindObjectOfType <CombatScript>(); skinMeshList = GetComponentsInChildren <SkinnedMeshRenderer>(); anim = GetComponent <Animator>(); swordOrigRot = sword.localEulerAngles; swordOrigPos = sword.localPosition; swordMesh = sword.GetComponentInChildren <MeshRenderer>(); swordMesh.enabled = false; }
void Update() { //Case where player is spawned via Game Manager if (playerCombat == null) { playerCombat = FindObjectOfType <CombatScript>(); } //Constantly look at player transform.LookAt(new Vector3(playerCombat.transform.position.x, transform.position.y, playerCombat.transform.position.z)); //Only moves if the direction is set MoveEnemy(moveDirection); }
private void Start() { turnBaseScript = TurnBaseScript.instance; eventSys = EventSystem.current; combatScript = CombatScript.instance; //Find all enemies; you can't get only the status script from them so there was a need for a workaround GameObject[] monsterAux = GameObject.FindGameObjectsWithTag("Enemy"); enemyStatus = new Status[monsterAux.Length]; for (int index = 0; index < monsterAux.Length; index++) { enemyStatus[index] = monsterAux[index].GetComponent <Status>(); } }
private void Start() { //Initialize variables inventory = Inventory.instance; eventSys = EventSystem.current; combatScript = CombatScript.instance; turnBaseScript = TurnBaseScript.instance; description = descriptionTab.GetComponentInChildren <Text>(); //Deactivate everything concerning this script (was useful when testing but wouldn't be too bad to keep them) //That is unless there are eficiency problems, in that case delete them but be careful that it doesn't mess up anything itemsParent.SetActive(false); descriptionTab.SetActive(false); }
void Start() { cs = GetComponent <CombatScript>(); playerObject = GetComponent <Transform>(); Debug.Log(playerObject.position.x); inventory = new Inventory(this); //Placeholder Inventory for (int i = 0; i < inventorySize; i++) { Item item = Resources.Load <Item>("Items/Potion"); inventory.addItem(item); } }
void Awake() { //StartCoroutine(startTimeCount()); //availableEnemies = new Transform[numberOfAvailableEnemies]; //numberOfAvailableEnemies = availableEnemies.Length; Time.timeScale = 1f; PlayerHealthTextSize = new Vector2((Screen.width * 400) / 551, (Screen.height * 100) / 310); //enemiesInQueue = new int[numberOfLanes]; //lanesOccupied = new bool[numberOfLanes]; PlayerFont.fontSize = PlayerFont.fontSize * Screen.width/ 551; distanceBetweenLanes = obtainDistanceBetweenLanes(); playerScript = player.GetComponentInChildren<CombatScript>(); //Debug.Log("MinPos " + minPos + "\nMaxPos " + maxPos); //Debug.Log("Distance between lanes: " + distanceBetweenLanes); }
private void OnTriggerEnter(Collider other) { CombatScript combatScript = GameObject.Find("EventSystem").GetComponent <CombatScript>(); if (other.tag == "Hero") { if (combatScript.getHeroLife() < 5) { combatScript.addHeroLife(1); } GameObject.Find("Hero").GetComponent <AudioSource>().PlayOneShot(drink); GameLevelManager.addScore(5); Destroy(this.gameObject); } }
void Start() { enemyManager = GetComponentInParent <EnemyManager>(); animator = GetComponent <Animator>(); characterController = GetComponent <CharacterController>(); playerCombat = FindObjectOfType <CombatScript>(); enemyDetection = playerCombat.GetComponentInChildren <EnemyDetection>(); playerCombat.OnHit.AddListener((x) => OnPlayerHit(x)); playerCombat.OnCounterAttack.AddListener((x) => OnPlayerCounter(x)); playerCombat.OnTrajectory.AddListener((x) => OnPlayerTrajectory(x)); MovementCoroutine = StartCoroutine(EnemyMovement()); }
void OnCollisionEnter2D(Collision2D collision) { ObstacleScript obstacle = collision.collider.GetComponent <ObstacleScript>(); if (obstacle != null) { obstacle.TakeDamage(damage); } CombatScript disc = collision.collider.GetComponent <CombatScript>(); if (disc != null) { disc.catchDisc(); Destroy(gameObject); } }
private void Start() { // Initialize variables dataRetainer = DataRetainer.instance; combatManager = CombatScript.instance; combatStatistics = CombatStatistics.instance; enemyAI = GetComponent <EnemyCombatAI>(); characters = FindObjectsOfType <Status>(); turnWaitTime = new int[characters.Length]; // Assign the default value to all locations in turnLayout for (int index = 0; index < turnLayout.Length; index++) { turnLayout[index] = -1; } DefaultInit(); //Initialize the default turn layout StartCoroutine(ChangeTurnsWaitTime(0.5f)); //Start changing turns with delay }
void Start() { isTalkable = npc.isTalkable; characterName = npc.characterName; characterAge = npc.characterAge; isKeyNPC = npc.isKeyNPC; isTalkable = npc.isTalkable; isMerchant = npc.isMerchant; hasQuests = npc.hasQuests; faction = npc.faction; speech = GetComponent <NPCSpeechHolder>(); sr = GetComponent <SpriteRenderer>(); polyNav = GetComponent <PolyNav.PolyNavAgent>(); rb = GetComponent <Rigidbody2D>(); cs = GetComponent <CombatScript>(); InitPosition(); speed = defaultSpeed; runSpeed = defaultRunSpeed; }
void Start() { navMeshRunner = GetComponent <NavMeshRunner> (); combatScript = GetComponent <CombatScript> (); }
public List <NPCData> CollectCurrentData() { foreach (GameObject c in allNPCsInScene) { if (c.tag.ToString() != "NPC") { continue; } NPCData temp = new NPCData(); NPCInfo a = c.GetComponent <NPCInfo>(); Stats s = c.GetComponent <Stats>(); NPCSpeechHolder h = c.GetComponent <NPCSpeechHolder>(); CombatScript cs = c.GetComponent <CombatScript>(); temp.x = c.transform.position.x; temp.y = c.transform.position.y; temp.direction = (int)a.direction; temp.state = (int)a.state; temp.id = a.id; temp.active = c.gameObject.activeSelf; temp.canMove = a.canMove; temp.inCombat = a.inCombat; if (cs.selectedSpell != null) { temp.selectedSpellID = cs.selectedSpell.ID; } else { temp.selectedSpellID = -1; } temp.castProgress = cs.ProgressI; temp.combatState = (int)cs.state; temp.energyState = (int)cs.energyState; temp.currentHealth = a.currentHealth; temp.currentStamina = a.currentStamina; temp.merchantMoney = a.merchantMoney; temp.combatCooldown = a.combatCooldown; temp.cooldown = a.timeStoppedCombat; temp.intuition = s.intuition; temp.intelligence = s.intelligence; temp.strength = s.strength; temp.charisma = s.charisma; temp.precision = s.precision; temp.dexterity = s.dexterity; temp.perception = s.perception; temp.attitude = s.attitude; temp.fear = s.fear; temp.danger = s.danger; temp.spirituality = s.spirituality; temp.currentLine = h.currentLine; temp.currentSet = h.currentSet; temp.moveType = (int)a.movementType; temp.areaPointX = a.destination.x; temp.areaPointY = a.destination.y; temp.isWaiting = a.isWaiting; temp.isMoving = a.isMoving; if (a.patrolPoints.Count > 0) { temp.hasPatrol = true; temp.patrolPointX = a.patrolPoints[0].transform.position.x; temp.patrolPointY = a.patrolPoints[0].transform.position.y; } else { temp.hasPatrol = false; temp.patrolPointX = 0; temp.patrolPointY = 0; } temp.inventory = new List <InventorySlotData>(); foreach (Inventory.InventorySlot invSlot in a.merchantInventory.inventory) { InventorySlotData invSlotData = new InventorySlotData(); invSlotData.id = invSlot.item.ID; invSlotData.count = invSlot.count; temp.inventory.Add(invSlotData); } temp.maxSize = a.merchantInventory.maxSize; AddToData(temp); } return(allNPCData); }
private void Start() { movementInput = GetComponentInParent <ThirdPersonMovement>(); combatScript = GetComponentInParent <CombatScript>(); }
public void ImportCombatHandlerData(CombatManagerData cmd) { foreach (GameObject h in allCombatHandlers) { Destroy(h); } allCombatHandlers.Clear(); foreach (CombatHandlerData chd in cmd.chd) { GameObject cHandler = Instantiate(combatHandler); CombatHandler ch = cHandler.GetComponent <CombatHandler>(); ch.wasLoaded = true; cHandler.transform.position = new Vector3(chd.posX, chd.posY, 0); ch.charactersInCombat = new List <GameObject>(); ch.currentCharactersTurn = new List <GameObject>(); foreach (uint i in chd.currentCharactersTurn) { ch.currentCharactersTurn.Add(NPCManagerScript.ins.GetNPCInSceneFromID(i)); } foreach (uint i in chd.charactersInCombat) { GameObject npc = NPCManagerScript.ins.GetNPCInSceneFromID(i); foreach (CharInfoInCombat info in chd.charactersInfoInCombat) { if (info.ID == i) { CombatScript cs = npc.GetComponent <CombatScript>(); npc.GetComponent <CombatScript>().isReady = info.isReady; npc.GetComponent <CombatScript>().endTurn = info.endTurn; if (cs.turnCoroutine != null) { cs.StopTurnCoroutine(); } if (!ch.currentCharactersTurn.Contains(npc)) { npc.GetComponent <CombatScript>().StartWaiting(info.turnTimeOffset); } break; } } ch.charactersInCombat.Add(npc); } ch.charactersChecked = new List <GameObject>(); foreach (uint i in chd.charactersChecked) { ch.charactersChecked.Add(NPCManagerScript.ins.GetNPCInSceneFromID(i)); } ch.charactersToCheck = new List <GameObject>(); foreach (uint i in chd.charactersToCheck) { ch.charactersToCheck.Add(NPCManagerScript.ins.GetNPCInSceneFromID(i)); } ch.charactersRemovedFromCombat = new List <GameObject>(); foreach (uint i in chd.charactersRemovedFromCombat) { ch.charactersRemovedFromCombat.Add(NPCManagerScript.ins.GetNPCInSceneFromID(i)); } if (ch.charactersInCombat.Contains(GameManagerScript.ins.player)) { playerCombatHandler = cHandler; } allCombatHandlers.Add(cHandler); } ImportPlayerCombatData(cmd.pcd); Time.timeScale = cmd.timeScale; }
//IEnumerator lerp; private void Start() { combatScript = gameObject.GetComponent <CombatScript>(); }
void Start() { move_script = GetComponent <movePlayer>(); health_script = GetComponent <HealthScript>(); combat_script = GetComponent <CombatScript>(); }
// Use this for initialization void Start() { combat = transform.root.GetComponent <CombatScript> (); }
public void LoadNPCSceneData(List <NPCData> apc) { allNPCData = apc; foreach (GameObject c in allNPCsInScene) { if (c.tag.ToString() != "NPC") { continue; } foreach (NPCData data in allNPCData) { if (c.GetComponent <NPCInfo>().id == data.id) { NPCInfo a = c.GetComponent <NPCInfo>(); Stats s = c.GetComponent <Stats>(); NPCSpeechHolder h = c.GetComponent <NPCSpeechHolder>(); CombatScript cs = c.GetComponent <CombatScript>(); c.transform.position = new Vector3(data.x, data.y, 0); a.UpdateColliders(); a.direction = (CharacterInfo.Direction)data.direction; a.state = (CharacterInfo.MovementState)data.state; cs.ProgressI = data.castProgress; if (data.selectedSpellID != -1) { cs.selectedSpell = SpellManagerScript.ins.GetSpellFromID(data.selectedSpellID); } else { if (cs.spellCoroutine != null) { cs.StopCoroutine(cs.spellCoroutine); } } cs.state = (CombatScript.CombatState)data.combatState; cs.energyState = (CombatScript.EnergyState)data.energyState; a.id = data.id; a.gameObject.SetActive(data.active); a.canMove = data.canMove; if (a.inCombat) { cs.AIEndCombat(); } else { a.EnterCombat(); } a.inCombat = data.inCombat; a.SetStoppingDistance(); a.currentHealth = data.currentHealth; a.currentStamina = data.currentStamina; a.merchantMoney = data.merchantMoney; a.combatCooldown = data.combatCooldown; a.timeStoppedCombat = data.cooldown; s.intuition = data.intuition; s.intelligence = data.intelligence; s.strength = data.strength; s.charisma = data.charisma; s.precision = data.precision; s.dexterity = data.dexterity; s.perception = data.perception; s.attitude = data.attitude; s.fear = data.fear; s.danger = data.danger; s.spirituality = data.spirituality; h.currentLine = data.currentLine; h.currentSet = data.currentSet; a.merchantInventory.maxSize = data.maxSize; a.merchantInventory.ClearInventory(); foreach (InventorySlotData invSlotData in data.inventory) { a.merchantInventory.AddItemCount(ItemManagerScript.ins.GetItemFromID(invSlotData.id), invSlotData.count); } a.movementType = (NPC.MovementType)data.moveType; a.destination = new Vector3(data.areaPointX, data.areaPointY, 0); foreach (GameObject p in new List <GameObject>(a.patrolPoints)) { if (p.transform.position.x != data.patrolPointX || p.transform.position.y != data.patrolPointY) { a.patrolPoints.Remove(p); a.patrolPoints.Add(p); } else { if (!a.inCombat) { if (a.movementType == NPC.MovementType.PATROL) { a.polyNav.SetDestination(a.patrolPoints[0].transform.position); } } break; } } if (a.isWaiting) { //a.polyNav.Stop(); if (a.waitCoroutine != null) { a.StopCoroutine(a.waitCoroutine); } } a.isWaiting = data.isWaiting; a.isMoving = data.isMoving; if (a.isWaiting) { a.polyNav.Stop(); switch (a.movementType) { case NPC.MovementType.AREA: a.waitCoroutine = a.StartCoroutine(a.StartWaitingArea()); break; case NPC.MovementType.PATROL: a.waitCoroutine = a.StartCoroutine(a.StartWaitingPatrol()); break; default: break; } } break; } } } }
void Awake() { _combat = GetComponent <CombatScript>(); }