private void Start() { enemy2 = GetComponent <PlaneEnemy>(); enemy2.LifeEnemy = 200; animBigExplodeEnemy = GetComponent <Animator>(); animMoveEnemy2Left = GetComponent <Animator>(); animMoveEnemy2Right = GetComponent <Animator>(); animMoveEnemy2Down = GetComponent <Animator>(); stEnemy = StatusEnemy.normal; shotThrowEnemy2 = true; //move if (GameManager.instance.gameStatus == GameStatus.Start) { StartCoroutine(Shot()); } // define direções de movimento do inimigo rand = Random.Range(-1, 1); if (rand == 0) { rand = 1; } rand = rand / 100; targetUpEnemy2 = GameObject.Find("TargetUpEnemy2").GetComponent <Transform>(); targetDownEnemy2 = GameObject.Find("TargetDownEnemy2").GetComponent <Transform>(); // variavel que vai indicar se o avião vai estar baixo ou alto movePos = -1; Anim(); }
void Start() { enemy3 = GetComponent <PlaneEnemy>(); enemy3.LifeEnemy = 3; step = -0.011f; stEnemy = StatusEnemy.normal; // define um valor para o momento em que o inimigo vai atirar ele tb pode atirar qnd chegar próximo do player rand = Random.Range(-2, 4); }
private void Start() { moveEnemy1 = GetComponent <Animator>(); posEnemy = GetComponent <Transform>(); step = -0.01f; stEnemy = StatusEnemy.normal; enemy1 = GetComponent <PlaneEnemy>(); enemy1.LifeEnemy = 3; rand = Random.Range(0, 2); }
void Start() { enemy5 = GetComponent <PlaneEnemy>(); enemy5.LifeEnemy = 100; feedbackDano = GetComponent <Animator>(); step = 0.01f; stEnemy = StatusEnemy.normal; tagLeft = GameObject.Find("TagLeft").GetComponent <Transform>(); tagRight = GameObject.Find("TagRight").GetComponent <Transform>(); }
void Life() { if (enemy2.LifeEnemy <= 0 && stEnemy == StatusEnemy.normal) { stEnemy = StatusEnemy.dead; PlanePlayer.instance.scorePlayer += 200; GameObject explosion = Instantiate(explosionDano, transform.position, Quaternion.identity) as GameObject; DropItem(); this.gameObject.layer = 12; Destroy(gameObject); } }
void Update() { if (enemyHealthScript != null) { hpBar_slider.fillAmount = enemyHealthScript.Health / enemyHealthScript.MaxHealth; if (enemyHealthScript.IsDead) { enemyHPpanel.SetActive(false); enemyHealthScript = null; } } }
void OnCollisionEnter(Collision collision) { GameObject other = collision.gameObject; if (other.layer == 9) { StatusEnemy enemy = other.GetComponent <StatusEnemy> (); enemy.EnemyHP -= 2; } else { Destroy(other); } }
void OnCollisionEnter(Collision collision) { var other = collision.gameObject; if (other.layer == 8) { Destroy(other.gameObject); } else if (other.layer == 9) { StatusEnemy enemy = other.GetComponent <StatusEnemy> (); enemy.EnemyHP -= 1; } Destroy(this.gameObject); }
//private bool customDestRangedSet = false; //private string currentAiState = "none"; // Use this for initialization void Start() { //spellCastPoint = transform.FindChild ("SpellCastPoint").gameObject; _Animator = gameObject.GetComponent <Animator> (); _NavMeshAgent = gameObject.GetComponent <UnityEngine.AI.NavMeshAgent> (); _StatusEnemy = gameObject.GetComponent <StatusEnemy> (); _SpawningEnemy = transform.parent.GetComponent <SpawningEnemy> (); //_NavMeshAgent.updateRotation = false; //_NavMeshAgent.updatePosition = false; _NavMeshAgent.stoppingDistance = attackRange * 0.8f; //distanceToKeep = _StatusEnemy.fireCastRange - eAgent.stoppingDistance; //outOfMeleeRange = ms.psSkills.meleeRange; // stoppingDistance = _StatusEnemy.rangeAttack; // maskCombinedEnemySight = layerPlayer | layerObstacles | layerInteractiveObject; }
// # this function is called when a cursor is over an enemy by MouseOverEnemy. It gets the information on the enemy and sets variables based on that. public void GetTargetEnemy(GameObject receivedEnemy) { enemy = receivedEnemy; enemyHealthScript = enemy.GetComponent <StatusEnemy>(); enemyName = enemyHealthScript.personalName; textMods_text.text = enemyName; textMods_text.color = Color.white; // if (enemyHealthScript.monsterModsDefinition == aRPG_EnemyStats.modsDefinition.Rare) // { // textMods_text.color = Color.yellow; // } // if (enemyHealthScript.monsterModsDefinition == aRPG_EnemyStats.modsDefinition.Champion) // { // textMods_text.color = Color.cyan; // } }
void Anim() { if (movePos == 1) { stEnemy = StatusEnemy.low; animMoveEnemy2Down.Play("MoveEnemy2Down"); this.gameObject.layer = 13; checkDown = true; StartCoroutine(MoveDownUp()); } if (movePos == -1) { stEnemy = StatusEnemy.normal; animMoveEnemy2Down.Play("MoveEnemy2Up"); this.gameObject.layer = 11; checkLeft = true; StartCoroutine(Shot()); StartCoroutine(MoveDownUp()); } }
private void CreateCharacterStatus(BaseStatus.Character _character) { BaseStatus status; switch (_character) { case BaseStatus.Character.Player: status = new StatusPlayer(); status.SetStatus(hp_, mp_, attack_, speed_, name_, startLevel_, ID_); BaseStatus.CreateStatusObject <StatusPlayer>(status); break; case BaseStatus.Character.Enemy: status = new StatusEnemy(); status.SetStatus(hp_, mp_, attack_, speed_, name_, startLevel_, ID_); BaseStatus.CreateStatusObject <StatusEnemy>(status); break; default: status = new BaseStatus(); break; } }
void Start() { statusenemy = GetComponent <StatusEnemy> (); }
//private StatusPlayer _StatusPlayer; // Use this for initialization void Start() { _SphereCollider = gameObject.GetComponent <SphereCollider>(); sphCollBaseRadius = _SphereCollider.radius; _StatusEnemy = transform.parent.GetComponent <StatusEnemy> (); }