Exemplo n.º 1
0
    void spawnAir(float pos, float topBound, float bottomBound)
    {
        float spawnPlace = UnityEngine.Random.Range(bottomBound, topBound);

        Vector3 spawnPos = new Vector3(pos, spawnPlace, 0);

        float angle = PublicFunctions.FindAngle((spawnPos - GameObject.FindWithTag("Tower").transform.position).normalized.x, (spawnPos - GameObject.FindWithTag("Tower").transform.position).normalized.y);

        Instantiate(toSpawn, new Vector3(pos, spawnPlace, 0), Quaternion.Euler(0, 0, angle + 90));
    }
Exemplo n.º 2
0
    void SpawnMinion()
    {
        Vector3 spawnPos = new Vector3(gameObject.transform.position.x, Random.Range(-3, 5), 0);

        float angle = PublicFunctions.FindAngle((spawnPos - target.transform.position).normalized.x, (spawnPos - target.transform.position).normalized.y);

        Instantiate(minion, spawnPos, Quaternion.Euler(0, 0, angle + 90));

        minionSpawn += difference.magnitude * 0.15f;
    }
Exemplo n.º 3
0
    // Update is called once per frame
    void Update()
    {
        if (health <= 0)
        {
            gameObject.SetActive(false);
        }

        Vector3 player     = GameObject.FindWithTag("Player").transform.position;
        Vector3 difference = (player - gameObject.transform.position).normalized;
        int     offset     = 135;

        //Compensates for angle offset

        transform.position = master.transform.position;
        transform.rotation = Quaternion.Euler(0, 0, PublicFunctions.FindAngle(difference.x, difference.y) + offset);
        //Sets rotation to face player in 2D

        PublicFunctions.PhaseThruTag(gameObject, new string[] { "Enemy", "Danger" });
        //Phase through objects labeled as enemies or dangerous
    }
Exemplo n.º 4
0
    // Update is called once per frame
    void Update()
    {
        CommonEnemy norm = gameObject.GetComponent <CommonEnemy>();

        Vector3 Angle = (norm.player.position - gameObject.transform.position).normalized;

        if (fireTime > 0)
        {
            fireTime -= Time.deltaTime;
        }//Recharge firing

        if (norm.difference <= range & fireTime <= 0)
        {
            Instantiate(projectile, gameObject.transform.position, Quaternion.Euler(0, 0, PublicFunctions.FindAngle(Angle.x, Angle.y)));

            fireTime += 1;
        }//Fire if player is in range and if firing is ready

        if (norm.difference > 50)
        {
            transform.Translate(new Vector3(0, 0, 0));
        }
        else
        {
            if (norm.difference > range * 0.7)
            {
                transform.Translate(norm.direction * Time.deltaTime * norm.speed);
            }
            else if (norm.difference < range * 0.7)
            {
                transform.Translate(-norm.direction * Time.deltaTime * norm.speed);
            }
        }//Move to player if it's at a certain range. Back up if player's too close
    }