//public GameObject camera; // Use this for initialization void Start() { enemy = transform.parent.gameObject; ea = enemy.GetComponent<EnemyA>(); hp = ea.getEvil(); //camera = GameObject.Find("Camera"); }
private static void MediatorExample() { Console.WriteLine("Mediator Example:"); var enemyState = new EnemyStateFactory(); var mapWidthAndHeight = 16; var mockPosition = Vector2.Zero; var mockMap = new Map(mapWidthAndHeight, mapWidthAndHeight); var mockPlayer = new Player1 { LifePoints = 100 }; var mapObjects = new List <IMapObject> { new EnemyA(null, null, mockPlayer, 100, mockPosition, null, enemyState.GetState("Moving"), mockMap), new EnemyB(null, null, mockPlayer, 100, mockPosition, null, enemyState.GetState("Moving"), mockMap), new EnemyA(null, null, mockPlayer, 100, mockPosition, null, enemyState.GetState("Moving"), mockMap), new EnemyB(null, null, mockPlayer, 100, mockPosition, null, enemyState.GetState("Moving"), mockMap), new EnemyA(null, null, mockPlayer, 100, mockPosition, null, enemyState.GetState("Moving"), mockMap), mockPlayer, new Wall() }; foreach (var mapObject in mapObjects) { mockMap.AddMapObject(mapObject); } var newEnemy = new EnemyA(null, null, mockPlayer, 100, mockPosition, null, enemyState.GetState("Moving"), mockMap); Logger.Instance.Info("All enemies received a message that an enemy spawned, so their base damages increase"); }
private static void ChainOfResponsibilityExample() { Console.WriteLine("Chain of Responsibility Example:"); var mockPosition = Vector2.Zero; int mapSize = 32; var mockMap = new Map(mapSize, mapSize); IPathFinding pathfindingAdapter = new PathFindingAdapter(mockMap); var weapon = new Shotgun(); var mockPlayer = new Player1 { LifePoints = 100 }; var enemyState = new EnemyStateFactory(); var grandparentEnemy = new EnemyA(pathfindingAdapter, weapon, mockPlayer, 100, mockPosition, null, enemyState.GetState("Moving"), mockMap); var parentEnemy = new EnemyB(pathfindingAdapter, weapon, mockPlayer, 100, mockPosition, null, enemyState.GetState("Moving"), mockMap); var childEnemy = new EnemyA(pathfindingAdapter, weapon, mockPlayer, 100, mockPosition, null, enemyState.GetState("Moving"), mockMap); parentEnemy.SetParentEnemy(grandparentEnemy); childEnemy.SetParentEnemy(parentEnemy); Console.WriteLine("Life points before child takes damage:"); Console.WriteLine($"Grandparent: {grandparentEnemy.LifePoints}"); Console.WriteLine($"Parent: {parentEnemy.LifePoints}"); Console.WriteLine($"Child: {childEnemy.LifePoints}"); childEnemy.TakeDamage(100); Console.WriteLine("Life points after child takes damage:"); Console.WriteLine($"Grandparent: {grandparentEnemy.LifePoints}"); Console.WriteLine($"Parent: {parentEnemy.LifePoints}"); Console.WriteLine($"Child: {childEnemy.LifePoints}"); }
public override EnemyPrototype Clone() { EnemyA b = new EnemyA(); b.hp = this.hp; b.damage = this.damage; b.verticalVelocity = this.verticalVelocity; return(b); }
void onTriggerEnter(Collider collider) { EnemyA firstEnemy = collider.gameObject.GetComponent <EnemyA>(); EnemyB secondEnemy = collider.gameObject.GetComponent <EnemyB>(); if (firstEnemy || secondEnemy) { Destroy(gameObject); } }
void spawn_enemy_s(GameObject enemy_type, int player_position) { GameObject go = Instantiate(enemy_type, transform.position, Quaternion.identity); EnemyA foe = go.GetComponent <EnemyA>(); foe.hp = 3 + counter; foe.lane = spawner_lane; foe.cp = player_position; counter += 1; }
public override Enemy Create(BulletManager bulletManager, EnemyConfig enemy, GameData gameData, Vector2 origin) { this.bulletManager = bulletManager; EnemyA newEnemy = new EnemyA(bulletManager, gameData); //Load - sets position of enemy as well Load(newEnemy, enemy, origin); return(newEnemy); }
void Update() { if (Input.GetKeyDown(KeyCode.Space)) { EnemyA aa = a.Clone() as EnemyA; EnemyB bb = b.Clone() as EnemyB; EnemyC cc = c.Clone() as EnemyC; aa.ToString(); bb.ToString(); cc.ToString(); } Single.instance.dor = 0; }
private static void StateExample() { Console.WriteLine("State Example:"); var mockPosition = Vector2.Zero; int mapSize = 32; var mockMap = new Map(mapSize, mapSize); IPathFinding pathfindingAdapter = new PathFindingAdapter(mockMap); var weapon = new Shotgun(); var mockPlayer = new Player1 { LifePoints = 100 }; var enemyState = new EnemyStateFactory(); var enemy = new EnemyA(pathfindingAdapter, weapon, mockPlayer, 50, mockPosition, null, enemyState.GetState("Moving"), mockMap); enemy.DoAction(); enemy.CurrentState = enemyState.GetState("Shooting"); enemy.DoAction(); }
private static void BridgeExample() { Logger.Instance.Info("Running Bridge Example"); var mockPosition = Vector2.Zero; var mockMap = new Map(16, 16); var mockPathFinder = new PathFindingAdapter(mockMap); var enemyState = new EnemyStateFactory(); IPlayer player = new Player1(); IWeapon bazooka = new Bazooka(); IWeapon pistol = new Pistol(); Enemy enemyAWithBazooka = new EnemyA(mockPathFinder, bazooka, player, 50, mockPosition, null, enemyState.GetState("Moving"), mockMap); Enemy enemyBWithPistol = new EnemyB(mockPathFinder, pistol, player, 50, mockPosition, null, enemyState.GetState("Moving"), mockMap); enemyAWithBazooka.Attack(); enemyBWithPistol.Attack(); }
void OnTriggerEnter2D(Collider2D collider) { PlayerController playerShip = collider.gameObject.GetComponent <PlayerController>(); // if player bullet hits player ship EnemyA enemy1 = collider.gameObject.GetComponent <EnemyA>(); // if bullet hits enemy A EnemyB enemy2 = collider.gameObject.GetComponent <EnemyB>(); // if bullet hits enemy B HellDestroyerTop destroyer = collider.gameObject.GetComponent <HellDestroyerTop>(); // The garbage bin at the top of hell mode BossRight rightWing = collider.gameObject.GetComponent <BossRight>(); // the boss's right wing BossLeft leftWing = collider.gameObject.GetComponent <BossLeft>(); // boss left wing BossCore core = collider.gameObject.GetComponent <BossCore>(); // boss core if (playerShip || enemy1 || enemy2) { Destroy(gameObject); } if (rightWing || leftWing || core) { Destroy(gameObject); GameObject bulletExploding = Instantiate(explosion, transform.position, Quaternion.identity) as GameObject; Destroy(bulletExploding, 0.2f); AudioSource.PlayClipAtPoint(explosionSound, transform.position); } if (destroyer) { hellCounter++; if (hellCounter != 4) { transform.position = new Vector3(transform.position.x, -5.2f, transform.position.z); } else { Destroy(gameObject); } } }
public void Visit(EnemyA enemyA) { enemyA.Die(); }
//El spawner es el unico que conoce al pool de EnemyA, asi que nos llega un objeto por parametro y a ese lo mandamos por parametro para que el pool se encargue de desactivarlo de la lista para vovler a usarlo. public void ReturnEnemyToPool(EnemyA enemy) { _enemyPool.DisablePoolObject(enemy); }
public void Visit(EnemyA enemyA) { Logger.Instance.Info("Displaying EnemyA with " + enemyA.LifePoints + " HP."); }
public static void DisposeEnemy(EnemyA enemy) { enemy.Dispose(); enemy.gameObject.SetActive(false); }
public static void InitializeEnemy(EnemyA enemy) { enemy.gameObject.SetActive(true); enemy.Initialize(); }