void Start() { enemyType = GetComponent <EnemyStats>().GetEnemyType(); enemyAgent = GetComponent <NavMeshAgent>(); targetTransform = GameObject.FindWithTag("Player").GetComponent <Transform>(); targetBehaviour = targetTransform.gameObject.GetComponent <CharacterBehaviour>(); basicAttackTrigger = GetComponentInChildren <AttackTrigger>(); enemyAnimator = GetComponentInChildren <Animator>(); particleInstancer = GameObject.FindWithTag("ParticleInstancer").GetComponent <ParticleInstancer>(); enemyAudioPlayer = GetComponent <AudioPlayer>(); foreach (AnimationClip clip in enemyAnimator.runtimeAnimatorController.animationClips) { switch (enemyType) { case EnemyStats.EnemyType.Skull: if (clip.name == "hit") { basicAttackDuration = clip.length; } if (clip.name == "appear") { appearDelayTime = clip.length / 1.7f; } break; case EnemyStats.EnemyType.Fenrir: if (clip.name == "jumpIn") { jumpInitDelayTime = clip.length; } if (clip.name == "jumpAttack") { jumpAttackInitTime = clip.length; } break; default: break; } } enemyAgent.SetDestination(transform.position); enemySpeed = enemyAgent.speed; enemyAngularSpeed = enemyAgent.angularSpeed; enemyAcceleration = enemyAgent.acceleration; if (enemyType == EnemyStats.EnemyType.Fenrir) { baAnimationLength = 5; } enemyHealthBar = GameObject.Find("GameplayUI").GetComponent <EnemyHealthBar>(); endingPlayer = enemyHealthBar.gameObject.GetComponent <PlayEnding>(); }
public AttackData(Attack newAtk) { atk = newAtk; atk.attackName = "New Attack"; comboStarterID = ""; atkTrig = AttackTrigger.Attack; input = new List <AttackInput> (); }
// Start is called before the first frame update void Start() { r2 = gameObject.GetComponent <Rigidbody2D>(); // Lay het cac thanh phan trong Rigidbody2D de co quyen truy xuat anim = gameObject.GetComponent <Animator>(); sprite_render = GetComponent <SpriteRenderer>(); // Cap quyen chinh cac thuoc tinh trong spriteReader pointscore = GameObject.FindGameObjectWithTag("Point").GetComponent <PointScore>(); attack = GameObject.Find("AttackTrigger").GetComponent <AttackTrigger>(); sm = GameObject.FindGameObjectWithTag("Sound").GetComponent <SoundManager>(); OurHeart = MaxHeart; }
void RegisterPlayer(string _ID) { IDs = _ID; transform.name = "Character" + _ID; Character = Player.transform.FindChild("Character" + _ID).gameObject; Healthbarcanvas = Character.transform.FindChild("Healthbar canvas").gameObject; HealthBarBackground = Healthbarcanvas.transform.FindChild("Health background").gameObject; HealthIndicator = HealthBarBackground.transform.FindChild("Health indicator").gameObject; Healthbar = HealthIndicator.GetComponent <Image>(); ThunderArrow = Character.GetComponent <ThunderArrow>(); Attackrange = Character.transform.FindChild("AttackRange").gameObject; AttackTrigger = Attackrange.GetComponent <AttackTrigger>(); ItemTest = Character.GetComponent <ItemTest>(); inventorycanvas = Player.transform.FindChild("Canvas").gameObject; tooltip = inventorycanvas.transform.FindChild("Tooltip").gameObject; INVcancas = inventorycanvas.GetComponent <Canvas>(); Battletextmanager = Player.transform.FindChild("BattleTextManager").gameObject; scrolltextmanager = Battletextmanager.GetComponent <scrolltextmanager>(); Inventory = Player.transform.FindChild("Inventory").gameObject; showinv = inventorycanvas.GetComponent <showinv>(); inv = Inventory.GetComponent <Inventory>(); statscanvas = Player.transform.FindChild("Canvas - stats - map").gameObject; StatsPanel = statscanvas.transform.FindChild("Stats Panel").gameObject; Statsloader = StatsPanel.GetComponent <Statsloader>(); Camera = Player.transform.FindChild("Camera").gameObject; if (SceneManager.GetActiveScene().name != "Multiplayer Arena") { Teleporter = GameObject.Find("teleporter"); teleporter = Teleporter.GetComponent <Teleporter>(); teleporter.SetCharacter(_ID); shop = GameObject.Find("Shop"); shopdamage = shop.GetComponent <shopdamage>(); shopdamage.shopset(_ID); } CameraControler = Camera.GetComponent <CameraControler>(); PlayerAttack = Character.GetComponent <PlayerAttack>(); Tooltip = tooltip.GetComponent <Tooltip>(); ThunderArrow.Starting(_ID); AttackTrigger.setattack(_ID); scrolltextmanager.Set(_ID); inv.Houi(_ID); showinv.setupinventory(_ID); PlayerAttack.SetAttack(_ID); Statsloader.SetupStats(_ID); CameraControler.SetCamera(_ID); Tooltip.settooltip(_ID); inv.fillinventory(); }
void Start() { trigger = GameObject.Find("Attack Target").GetComponent <AttackTrigger>(); rend = GameObject.Find("Monster 1").GetComponent <Renderer>(); mTrackableBehaviour = GetComponent <TrackableBehaviour>(); if (mTrackableBehaviour) { mTrackableBehaviour.RegisterTrackableEventHandler(this); } canvas.SetActive(false); }
void Awake() { audioPlayer = gameObject.GetComponent <AudioPlayer>(); gm = GameObject.FindGameObjectWithTag("GameMaster").GetComponent <Game_Master>(); invMat = gameObject.GetComponent <InvertMaterial>(); player = gameObject.GetComponent <Player_Controller>(); anim = gameObject.GetComponent <Animator>(); audioSource = gameObject.GetComponent <AudioSource>(); attackTrigger = AttackObj.GetComponent <BoxCollider2D>(); attackTrigger.enabled = false; atckTrig = AttackObj.GetComponent <AttackTrigger>(); }
// stop attack, called in update method or checkAttack private void stopAttack() { if (!attacking) { return; } SetTrailOnOff(false); armActualAttack.DisableTrigger(); armActualAttack = null; airAttackJustDone = false; attacking = false; }
// called by update method, when I press attack button private void attack(Status s) { // If I'm already attacking, don't begin again if (attacking) { return; } SetTrailOnOff(true); switch (s) { // if I'm in idle status, I attack with one hand alternating case Status.IDLE: { attackIndex = (attackIndex + 1) % (comboAttacks.Length - 1); // -1 because the last attack is the air attack armActualAttack = hands[attackIndex]; anim.Play(comboAttacks[attackIndex]); armActualAttack.EnableTrigger(); PlayClip(ref missingHitSFX); break; } // if I'm falling, I can start only air attack case Status.FALLING: { if (!airAttackJustDone) { anim.Play(comboAttacks[attackIndex = comboAttacks.Length - 1]); armActualAttack = foots[0]; armActualAttack.EnableTrigger(); airAttackJustDone = true; } break; } // Start slide attack case Status.SLIDE: { anim.Play("Slide"); armActualAttack = foots[0]; armActualAttack.EnableTrigger(); PlayClip(ref slideSFX); break; } } attacking = true; }
void Start() { animator = GetComponent <Animator>(); wielder = transform.parent.gameObject; // Initialise attack trigger attackTrigger = GetComponentInChildren <AttackTrigger>(); if (attackTrigger != null) { attackTrigger.OnAttackHit += OnAttackHit; } audioSource = GetComponent <AudioSource>(); character = transform.parent.GetComponent <Character>(); }
public virtual void StartAttack(AttackDirection direction, AttackTrigger trigger) { // if we're attacking and can't cancel, then return if (isAttacking && !canCancel) { return; } // get the movement controller state AttackPositionState state; if (movementControl.isJumping || movementControl.isFalling) { state = AttackPositionState.Air; } else if (movementControl.isDashing) { state = AttackPositionState.Dash; } else { state = AttackPositionState.Neutral; } if (InputAttackData[state][direction][trigger].Count != 0) { if (isAttacking && InputAttackData[state][direction][trigger].ContainsKey(currentAttack.attackID)) { // go to the combo action this combination is associated with currentAttack = InputAttackData[state][direction][trigger][currentAttack.attackID]; } else if (InputAttackData[state][direction][trigger].ContainsKey("")) { // go to the non-combo action this combination is associated with currentAttack = InputAttackData[state][direction][trigger][""]; } else { // there is no attack available for this attack, return return; } // start the attack isAttacking = true; canCancel = false; currentAttack.Activate(); } }
private void Start() { playerTransform = GetComponent <Transform>(); playerAgent = GetComponent <NavMeshAgent>(); hammerBehaviour = GetComponentInChildren <HammerBehaviour>(); basicAttackTrigger = GetComponentInChildren <AttackTrigger>(); cameraBehaviour = GameObject.FindWithTag("CameraController").GetComponent <CameraBehaviour>(); thorAnimator = GetComponentInChildren <Animator>(); timeManager = GameObject.FindWithTag("manager").GetComponent <TimeManager>(); audioPlayer = GetComponent <AudioPlayer>(); musicAmbientController = GameObject.FindWithTag("MusicAmbientController").GetComponent <MusicAmbientController>(); foreach (AnimationClip animation in thorAnimator.runtimeAnimatorController.animationClips) { //animationsList.Add(new AnimationClipName(animation.name, animation)); if (animation.name == "throwHammer") { throwDuration = animation.length / 1.4f; } if (animation.name == "hit_01") { attackDuration = animation.length; } if (animation.name == "slowArea") { slowAreaInitDelay = animation.length / 1.3f; } if (animation.name == "lightboltRain") { lightRainCastInitDuration = animation.length; } } agentSpeed = playerAgent.speed; maxLife = life; playerHealthBar = GameObject.Find("GameplayUI").GetComponent <PlayerHealthBar>(); StartCoroutine(SetInitLife()); endingPlayer = playerHealthBar.gameObject.GetComponent <PlayEnding>(); passiveInitDuration = passiveDuration; particleInstancer = GameObject.FindWithTag("ParticleInstancer").GetComponent <ParticleInstancer>(); }
public Weapon(Weapon other) { Name = other.Name; DamageAmount = other.DamageAmount; Range = other.Range; HitNoise = other.HitNoise; Mode = other.Mode; Knockback = other.Knockback; HitParticles = other.HitParticles; HitColor = other.HitColor; ProjectileType = other.ProjectileType; LaunchSpeed = other.LaunchSpeed; AnimationAsset = other.AnimationAsset; TriggerMode = other.TriggerMode; TriggerFrame = other.TriggerFrame; HasTriggered = false; DiseaseToSpread = other.DiseaseToSpread; ShootLaser = other.ShootLaser; }
// Token: 0x06000232 RID: 562 RVA: 0x0001BE78 File Offset: 0x0001A078 public virtual void SwitchMode() { AttackTrigger attackTrigger = (AttackTrigger)this.GetComponent(typeof(AttackTrigger)); if (attackTrigger.aimingType == AimType.Normal) { attackTrigger.aimingType = AimType.Raycast; if (attackTrigger.cameraZoomPoint) { ((ARPGcamera)attackTrigger.Maincam.GetComponent(typeof(ARPGcamera))).target = attackTrigger.cameraZoomPoint; } ((ARPGcamera)attackTrigger.Maincam.GetComponent(typeof(ARPGcamera))).targetHeight = this.targetHeightRayCast; ((ARPGcamera)attackTrigger.Maincam.GetComponent(typeof(ARPGcamera))).lockOn = true; } else { attackTrigger.aimingType = AimType.Normal; ((ARPGcamera)attackTrigger.Maincam.GetComponent(typeof(ARPGcamera))).target = this.transform; ((ARPGcamera)attackTrigger.Maincam.GetComponent(typeof(ARPGcamera))).targetHeight = this.targetHeightNormal; ((ARPGcamera)attackTrigger.Maincam.GetComponent(typeof(ARPGcamera))).lockOn = false; } }
// Use this for initialization void Start() { _anim = GetComponent <Animator>(); _rigidbody = GetComponent <Rigidbody2D>(); _playerManager = GetComponent <PlayerManager>(); _timeForDeath = 3f; _timeForDeathCount = _timeForDeath; _attackTrigger = GetComponentInChildren <AttackTrigger>(); if (!_playerExists) { _playerExists = true; DontDestroyOnLoad(transform.gameObject); } else { Destroy(gameObject); } }
public _0024MeleeDash_0024154(AttackTrigger self_) { _0024self__0024156 = self_; }
void Awake() { attackTrigger = gameObject.GetComponentInChildren <AttackTrigger>(); }
void Start() { attackTrigger = GetComponentInParent <AttackTrigger>(); boss = GetComponentInParent <Boss>(); }
public _0024AttackCombo_0024148(AttackTrigger self_) { _0024self__0024153 = self_; }
public AttackData(Attack newAtk) { atk = newAtk; atk.attackName = "New Attack"; comboStarterID = ""; atkTrig = AttackTrigger.Attack; input = new List<AttackInput> (); }
public _0024MagicSkill_0024157(int skillID, AttackTrigger self_) { _0024skillID_0024163 = skillID; _0024self__0024164 = self_; }
public _0024KnockBack_0024165(AttackTrigger self_) { _0024self__0024167 = self_; }
internal void OnAttackTrigger(IEntity sender) { AttackTrigger?.Invoke(sender); }
public virtual void StartAttack(AttackDirection direction, AttackTrigger trigger) { // if we're attacking and can't cancel, then return if (isAttacking && !canCancel) { return; } // get the movement controller state AttackPositionState state; if (movementControl.isJumping || movementControl.isFalling) { state = AttackPositionState.Air; } else if (movementControl.isDashing) { state = AttackPositionState.Dash; } else { state = AttackPositionState.Neutral; } if (InputAttackData[state][direction][trigger].Count != 0) { if (isAttacking && InputAttackData[state][direction][trigger].ContainsKey (currentAttack.attackID)) { // go to the combo action this combination is associated with currentAttack = InputAttackData[state][direction][trigger][currentAttack.attackID]; } else if (InputAttackData[state][direction][trigger].ContainsKey ("")) { // go to the non-combo action this combination is associated with currentAttack = InputAttackData[state][direction][trigger][""]; } else { // there is no attack available for this attack, return return; } // start the attack isAttacking = true; canCancel = false; currentAttack.Activate (); } }