private void Awake() { enemyStats = GetComponent <EnemyStats>(); playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealth>(); playerIntensity = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerIntensity>(); }
//private int intensityIncrease = 2; private void Awake() { enemyStats = GetComponent <EnemyStats>(); enemyHealth = GetComponent <EnemyHealth>(); enemyAttack = GetComponent <EnemyAttack>(); rigidBody = GetComponent <Rigidbody>(); neighbours = new List <GameObject>(); previousVectors = new List <Vector3>(); playerPosition = GameObject.FindGameObjectWithTag("Player").transform; playerIntensity = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerIntensity>(); }
private float intensityFade; // This will hold a randomized value in Fade state for intensity to reach private void Start() { //Instantiate(playerPrefab, transform.position, Quaternion.identity); DEBUG: Player will be placed in the scene manually for now //player = GameObject.FindGameObjectWithTag("Player"); // DEBUG: since the camera is attached to it playerIntensity = player.GetComponent <PlayerIntensity>(); // Gets the PlayerIntensity CurrentState = State.BuildUp; // Sets the state to the default ActiveEnemies = 0; spawned = new List <GameObject>(); despawned = new List <GameObject>(); //InvokeRepeating("Spawning", 0.5f, 1.0f); InvokeRepeating("CheckActiveEnemies", 0.5f, 1.0f); }
private void Awake() { enemyStats = GetComponent <EnemyStats>(); enemyHealth = GetComponent <EnemyHealth>(); enemyAttack = GetComponent <EnemyAttack>(); enemyNavMeshAgent = GetComponent <NavMeshAgent>(); enemyNavMeshAgent.enabled = true; enemyNavMeshAgent.updateUpAxis = false; GameObject player = GameObject.FindGameObjectWithTag("Player"); if (player != null) { playerPosition = player.transform; playerIntensity = player.GetComponent <PlayerIntensity>(); } }
private void Update() { if (Input.GetKeyDown(KeyCode.F12)) // Checks if the button is pressed { isTurnedOn = !isTurnedOn; } foreach (Text text in texts) { if (text.gameObject.Equals(gameObject)) // Turn off if not enabled { continue; } if (text.name.Equals("AIDStateText")) { text.text = "AI Director state: " + aIDirector.CurrentState; } else if (text.name.Equals("EnemyCountText")) { text.text = "Enemy Count: " + aIDirector.ActiveEnemies; // Update EnemyCountText } else if (text.name.Equals("MaxEnemyText")) { text.text = "Max Enemies: " + aIDirector.MaxEnemies; // Update MaxEnemyText } else if (text.name.Equals("IntensityText")) { PlayerIntensity playerIntensity = aIDirector.player.GetComponent <PlayerIntensity>(); Slider intensityBar = text.transform.GetChild(0).gameObject.GetComponent <Slider>(); intensityBar.maxValue = playerIntensity.MaxIntensity; // Set max intensity intensityBar.value = playerIntensity.Intensity; // Update Intensity bar Toggle inCombatCheckbox = text.transform.GetChild(1).gameObject.GetComponent <Toggle>(); inCombatCheckbox.isOn = playerIntensity.IsInCombat; // Update IsInCombat toggle } text.gameObject.SetActive(isTurnedOn); } }
private void Start() { timeSinceLastAttack = Time.time; playerIntensity = GetComponent <PlayerIntensity>(); }