void Start() { m_anim = GetComponent <EnemyAnim>(); m_controller = GetComponent <EnemyController>(); m_forces = GetComponent <EnemyForces>(); m_dev = GetComponent <PlayerDevToss>(); }
// Start is called before the first frame update void Start() { if (Random.Range(0, 2) == 1) { right = true; left = false; } else { left = true; right = false; } dead = false; velocity = new Vector2(); rigidBody = GetComponent <Rigidbody2D>(); spriteRender = GetComponent <SpriteRenderer>(); sight = GetComponentInChildren <EnemySight>(); firstShootTime = shootTime; firstSightTime = sightTime; sceneController = GameObject.Find("SceneController"); player = FindObjectOfType <Player>(); attackBounds = GetComponentInChildren <EnemyAttackBounds>(); anim = GetComponentInChildren <EnemyAnim>(); }
private void Start() { anim = GetComponent <EnemyAnim>(); player = GameObject.FindGameObjectWithTag("Player").transform; StartSet(); currentHealth = maxHealth; }
public override void Shoot() { EnemyAnim.SetFloat(parameterSpeedHash, 0); enemyInfo.isMeleeAttacking = false; enemyInfo.isRangedAttacking = true; EnemyAnim.SetTrigger(parameterRangedHash); }
//this starts the animation for melee public override void Attack() { enemyInfo.isRangedAttacking = false; enemyInfo.isMeleeAttacking = true; Robot01JetAnim.SetFloat(parameterSpeedHash, 0); EnemyAnim.SetTrigger(parameterMeleeHash); }
protected override void OnCollisionEnter2D(Collision2D collision) { base.OnCollisionEnter2D(collision); if (collision.gameObject.tag == "Player") { Die(); EnemyAnim.SetTrigger(parameterDieHash); } }
public override void Move() { if ((enemyMovementInfo.FacingDirection == -1 && enemyMovementInfo.canMoveLeft) || (enemyMovementInfo.FacingDirection == 1 && enemyMovementInfo.canMoveRight)) { EnemyAnim.SetFloat(parameterSpeedHash, 1); EnemyTransform.localScale = new Vector3(Mathf.Abs(EnemyTransform.localScale.x) * -enemyMovementInfo.FacingDirection, EnemyTransform.localScale.y, EnemyTransform.localScale.z);// we put - enemyMovementInfo.FacingDirection cause this enemy's sprite starts facing left EnemyTransform.Translate(Vector2.right * enemyMovementInfo.FacingDirection * (enemyStats.movementSpeed * Time.deltaTime)); } }
public void Summon() { Instantiate(summonPool[0], summonSpawn.position, summonSpawn.rotation); stateInfo.summonCounter--; if (stateInfo.summonCounter <= 0) { EnemyAnim.SetTrigger(parameterEndSummongHash); PickNextAttackState(); } }
private void Stun() { isStake = false; enemy.isStopped = true; anim_state = EnemyAnim.IDLE; stun_time -= Time.deltaTime; if (stun_time < 0.0f) { state = EnemyState.PATROL; enemy.isStopped = false; } }
public override void Attack() { if (enemyMovementInfo.isGrounded) { EnemyAnim.SetFloat(parameterSpeedHash, 0); enemyInfo.isRangedAttacking = false; enemyInfo.isMeleeAttacking = true; EnemyAnim.SetTrigger(parameterMeleeHash); CalculateAndApplyJump(); } }
// Start is called before the first frame update void Start() { enemyAnimScript = GetComponent <EnemyAnim>(); enemyRb = GetComponent <Rigidbody>(); initialRbConstraints = enemyRb.constraints; enemyHealth = GetComponent <HealthSystem>(); gameManager = FindObjectOfType <GameManager>(); playerTransform = GameObject.Find("Player").GetComponent <Transform>(); playerController = GameObject.Find("Player").GetComponent <PlayerController>(); StartMovement(); }
public IEnumerator ChargeShot() { float chargeTime = 0f; while (chargeTime < bossStats.normalMeleeChargingTime) { chargeTime += .5f; yield return(new WaitForSeconds(.5f)); } EnemyAnim.SetTrigger(parameterLaunchMeleeHash); }
public override void TakeDamage(float damageTaken) { enemyStats.currentHealth -= damageTaken; if (!IsDead) { } else { Die(); EnemyAnim.SetTrigger(parameterDieHash); } }
private void Patrol() { enemy.isStopped = false; anim_state = EnemyAnim.WALK; enemy.speed = patrol_speed; if ((transform.position - route[patrol_pattern][now_index]).magnitude < 6f) { now_index = (now_index + 1) % route[patrol_pattern].Length; enemy.destination = route[patrol_pattern][now_index]; } enemy.destination = route[patrol_pattern][now_index]; }
public void HandleAnimation(int parameterHash) { if (animationDictionary != null && animationDictionary.ContainsKey(parameterHash)) { if (!EnemyAnim.GetCurrentAnimatorStateInfo(0).IsName(animationDictionary[parameterHash])) { EnemyAnim.SetTrigger(parameterHash); } } else { Debug.LogError("An Animation with hash (" + parameterHash + ") has been called while it doesn't exist in \"" + this.name + "\" => \"animationDictionnary\" [State :" + currentAIState.name + "]"); } }
public override void LookAtTarget() { if (target != null) { Transform targetTransform = target.GetComponent <Transform>(); float targetDirection = targetTransform.position.x - EnemyTransform.position.x; if (targetDirection < 0 && roboRamMovementInfo.FacingDirection == 1 || targetDirection > 0 && roboRamMovementInfo.FacingDirection == -1) { roboRamMovementInfo.FacingDirection *= -1; } EnemyTransform.localScale = new Vector3(Mathf.Abs(EnemyTransform.localScale.x) * roboRamMovementInfo.FacingDirection, EnemyTransform.localScale.y, EnemyTransform.localScale.z); EnemyAnim.SetTrigger(parameterTurnHash); } }
public override void TakeDamage(float damageTaken) { roboRamStats.currentHealth -= damageTaken; enemyStats.currentHealth = roboRamStats.currentHealth; if (!IsDead) { } else { PlaySoundOnceOnManager(AudioParams.SoundPoolGroups.ROBORAM, AudioParams.SoundPools.DUYING); Die(); EnemyAnim.SetTrigger(parameterDieHash); } }
private void Stake() { enemy.isStopped = false; anim_state = EnemyAnim.CRAWL; enemy.speed = stake_speed; enemy.destination = cam.transform.position; if (!isStake) { stake_time -= Time.deltaTime; if (stake_time < 0.0f) { state = EnemyState.PATROL; Patrol(); } } }
void Update() { if (!enemyInfo.isDisabled) { enemyMovementInfo.isFalling = EnemyRB.velocity.y < -1.5f && !enemyMovementInfo.isGrounded; EnemyAnim.SetBool(parameterisFallingHash, enemyMovementInfo.isFalling); LookAtTarget(); if (currentState != null) { currentState.Execute(); } //Debug.Log(enemyMovementInfo.FacingDirection == 1 ? "Right" : "Left"); //Debug.Log("Can move left = " + enemyMovementInfo.canMoveLeft); } }
private void Chase() { enemy.isStopped = false; anim_state = EnemyAnim.CRAWL; if ((transform.position - light_pos).magnitude > 5f) { enemy.speed = chase_speed; enemy.destination = light_pos; } else { if (state != EnemyState.STAKE) { state = EnemyState.PATROL; } } }
public IEnumerator ShootAndWait() { int i = 1; for (i = 1; i <= bossStats.numberOfNormalShots; i++) { ShootProjectile(); yield return(new WaitForSeconds(bossStats.rangedCD)); } //not optimal shouldn't be here but i was stuck couldn't find a solution if (i > bossStats.numberOfNormalShots) { EnemyAnim.SetTrigger(parameterIdleHash); PickNextAttackState(); } }
public override void TakeDamage(float damageTaken) { enemyStats.currentHealth -= damageTaken; if (!IsDead) { if (enemyStats.currentHealth < stateInfo.nextHealthMilestone) { PlaySound(AudioParams.SoundPoolGroups.ROBEAR, AudioParams.SoundPools.FATIGUE); if (coroutine != null) { StopCoroutine(coroutine); } //Default values stateInfo.startedMeleeAttacking = false; stateInfo.startedRangedAttacking = false; stateInfo.isInCycle = false; enemyInfo.isRangedAttacking = false; enemyInfo.isMeleeAttacking = false; stateInfo.isSummoning = false; //EnemyAnim.SetTrigger(parameterEndSummongHash); if (stateInfo.currentMeleeShot != null) { Destroy(stateInfo.currentMeleeShot); stateInfo.currentMeleeShot = null; } ChangeState(new RoBearIdleState()); stateInfo.nextHealthMilestone = stateInfo.nextHealthMilestone - ((stateInfo.milestonePercentage * enemyStats.baseHealth) / 100); bossStats.rageLevel += 1; bossStats.Enrage(bossStats.rageLevel); EnemyAnim.SetTrigger(parameterHurtHash); } } else { stateInfo.isDying = true; PlaySoundOnceOnManager(AudioParams.SoundPoolGroups.ROBEAR, AudioParams.SoundPools.DUYING); Die(); EnemyAnim.SetTrigger(parameterDieHash); } }
private void Awake() { enemyAnim = GetComponent <EnemyAnim>(); rb2D = GetComponent <Rigidbody2D>(); }
void Awake() { enemyAnim = GameObject.Find("EnemyAnim").GetComponent <EnemyAnim>(); }
private void Attack() { enemy.isStopped = true; anim_state = EnemyAnim.SCREAM; }