// Update is called once per frame void FixedUpdate() { float elapsedTime = Time.fixedDeltaTime; for (int i = 0; i < attackEventList.Length; i++) { AttackEvent a = attackEventList[i]; a.time -= elapsedTime; while (a.time < 0 && (a.repeat == 0 || a.round < a.repeat)) { GameObject g = Instantiate(a.spawner, e.gameObject.transform.position, Quaternion.identity) as GameObject; g.transform.SetParent(e.transform); BulletSpawner s = g.GetComponent <BulletSpawner>(); s.bulletCount = a.bullets; s.prefab = a.bullet; s.behaviour = a.behaviour; s.clr = a.c; if (a.track) { s.track = e.p.gameObject; } s.offset += a.offset; a.round++; a.time += a.cd; } } }
private void OnEnable() { audioSource = GetComponent <AudioSource>(); PickSong(); bulletSpawner = FindObjectOfType <BulletSpawner>(); }
private void OnTriggerEnter(Collider other) { if (other.tag == "Monster") { BulletSpawner bulletmonster = other.GetComponent <BulletSpawner>(); if (bulletmonster != null) { bulletmonster.GetDamage(attackAmount); } Destroy(gameObject); } else if (other.tag == "Monster2") { MonsterCtrl alien = other.GetComponent <MonsterCtrl>(); if (alien != null) { alien.GetDamage(attackAmount); } Destroy(gameObject); } else if (other.tag == "START") { FindObjectOfType <GameManager>().StartGame(); } //Destroy(gameObject); }
public static BulletSpawner Random() { BulletSpawner bs = new BulletSpawner(); bs.angle = RandomDistributions.RandNormal(0, 45); bs.bulletSize = RandomDistributions.RandNormal(DEFAULT_BULLET_SIZE, 0.4f); bs.curveSpeed = RandomDistributions.RandNormal(DEFAULT_CURVE_SPEED, 10.0f); if (Mathf.Abs(bs.curveSpeed) < 15.0f) { bs.curveSpeed = 0; } if (UnityEngine.Random.value > 0.85) { bs.numSplits = Mathf.RoundToInt(RandomDistributions.RandNormal(2, 0.55f)); bs.numSplitBullets = Mathf.RoundToInt(RandomDistributions.RandNormal(2, 0.55f)); bs.splitDelay = RandomDistributions.RandNormal(DEFAULT_SPLIT_DELAY, 0.2f); if (bs.numSplits < 1 || bs.numSplitBullets < 2 || bs.splitDelay <= 0.0f) { bs.numSplitBullets = DEFAULT_SPLIT_BULLETS; bs.numSplits = DEFAULT_SPLITS; bs.splitDelay = DEFAULT_SPLIT_DELAY; } } return bs; }
// Use this for initialization void Start() { bulletSpw = gunPoint.GetComponent <BulletSpawner>(); bool isShottingActive = bulletSpw.active; mousePos = Input.mousePosition; }
void Start() { _spawner = app.enemySpawner; _bulSpawner = app.bulletSpawner; StartCoroutine(FirstWaveCall(2)); }
// Start is called before the first frame update protected virtual void Awake() { rb = GetComponent <Rigidbody2D>(); bSpawner = FindObjectOfType <BulletSpawner>(); audio.audioSource = GetComponent <AudioSource>(); coll = GetComponent <CircleCollider2D>(); }
private void Start() { playerController = FindObjectOfType <PlayerController>(); songController = FindObjectOfType <SongController>(); bulletSpawner = FindObjectOfType <BulletSpawner>(); gridGenerator = FindObjectOfType <GridGenerator>(); }
private void Awake() { bulletShooter = GetComponent <BulletSpawner>(); if (spawnPos == null) { Debug.LogError("No hay transformada de origen de disparo en la nave! Desactivando...", gameObject); bIsActive = false; } }
public EnemyFactory(List <LifetimeEntity> enemyList, List <LifetimeEntity> bulletSpawnerList, BulletSpawner spawner, SpriteN sprite, Movement movement, int health = 100, float delay = 0) { bulletSpawner = spawner; this.enemyList = enemyList; spawnerList = bulletSpawnerList; this.sprite = sprite; mMovement = movement; this.health = health; }
// Start is called before the first frame update void Awake() { m_rigidbody2D = GetComponent <Rigidbody2D>(); bulletspawner = GetComponent <BulletSpawner>(); timer = moveTimer; isMoving = false; HP = maxHP; healthbar.SetMaxHealth(maxHP); }
// Start is called before the first frame update void Start() { bulletSpawner = FindObjectOfType <BulletSpawner>(); enemySpawner = FindObjectOfType <EnemySpawner>(); soundManager = FindObjectOfType <SoundManager>(); shop = FindObjectOfType <ShopScript>(); scoreText.text = "Score: " + score.ToString(); soundManager.PlayTheme(); }
void Start() { Instance = this; m_minZ = m_playerHead.position.z + m_minDistance; m_maxZ = m_minZ + m_zRange; m_minX = m_playerHead.position.x - m_xRange / 2; m_maxX = m_minX + m_xRange; }
void Start() { if (instance == null) { instance = this; } bulletsPool = new Queue <Bullet>(countPool); fillQueue(); }
private void Awake() { robotAnimator = GetComponent <Animator> (); robotAnimator.speed = robotSpeed; robotRigidBody = GetComponent <Rigidbody> (); robotTransform = GetComponent <Transform> (); spawner = GetComponentInChildren <BulletSpawner>(); SkillManager = FindObjectOfType <SkillManager>(); }
override protected void Awake() { base.Awake(); gameLogicManager = FindObjectOfType <GameLogicManager>(); character = GetComponent <TransformingRobotCharacter>(); userController = GetComponent <TransformingRobotUserController>(); cameraController = GetComponentInChildren <CameraController>(); bulletSpawner = GetComponentInChildren <BulletSpawner>(); }
public void Initialize(WeaponConfig weaponConfig) { Config = weaponConfig; _tip = transform.GetComponentInChildren <GunTipTag>().transform; _bulletSpawner = new BulletSpawner(weaponConfig.bulletConfig, transform); _fireRate = weaponConfig.fireRate; _spreadAngleHalf = weaponConfig.spreadAngle / 2; _bulletsPerShot = weaponConfig.bulletsPerShot; _initialScale = transform.localScale; }
public void Start() { curBulletsInClip = bulletsPerClip; curBulletsNotInClip = numBulletsTotal - curBulletsInClip; bulletSpawner = GetComponentInChildren <BulletSpawner>(); if (bulletSpawner == null) { Debug.LogError("There is no bullet component attached to this gun. Please attach a bullet component"); } }
private void Awake() //Singleton method to destroy more than one BulletSpawner by checking if class instance already exists { if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; } }
public void Spawn() { Enemy e2 = new Enemy(sprite, mMovement.Clone(), health); BulletSpawner b = this.bulletSpawner.Clone(); enemyList.Add(e2); spawnerList.Add(b); e2.OnDeath += (sender, e1) => { spawnerList.Remove(b); }; }
// Start is called before the first frame update void Start() { endPanel.SetActive(false); Time.timeScale = 0; bulletSpawner = FindObjectOfType <BulletSpawner>(); coinSpawner = FindObjectOfType <CoinSpawner>(); currentGold = 0; currentTime = 0; goldText.text = "Gold: " + currentGold; }
void Start() { Player = GameObject.Find("Player Parent"); health = MaxHealth; anim = GetComponent <Animation>(); body = GetComponent <MeshRenderer>(); initbody = body.material.GetColor("_BGColor"); spawner = GetComponentInChildren <BulletSpawner>(); psystem = GetComponentInChildren <ParticleSystem>(); StartCoroutine(FireLazer()); source = GetComponent <AudioSource>(); }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Monster")) { BulletSpawner bulletSpawner = other.GetComponent <BulletSpawner>(); bulletSpawner?.GetDamage(attackAmount); Destroy(gameObject); } if (other.CompareTag("Monster2")) { MonsterCtrl ailen = other.GetComponent <MonsterCtrl>(); ailen?.GetDamage(attackAmount); Destroy(gameObject); } }
void Start() { var enemyData = GetComponentInParent <EnemyData>(); audioSource = GetComponent <AudioSource>(); controller = GetComponentInParent <EnemyController>(); shooter = GetComponent <BulletSpawner>(); enemyShot = enemyData.GetShotSoundFX(); canShoot = Random.Range(0, 3) == 0 ? false : true; if (!canShoot) { timeToWaitBeforeShootingAgain = Random.Range(1f, 1.5f); StartCoroutine(CanShootAgain()); } timeToWaitBeforeShootingAgain = enemyData.GetSecondsBetweenShots(); }
// Start is called before the first frame update void Start() { rbody = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); bulletSpawner = GetComponent <BulletSpawner>(); inventoryMgr = GetComponent <InventoryManager>(); // TODO Have external task assign keymap? if (player == Player.PLAYER_1) { inputMap = new InputMap(1); } else if (player == Player.PLAYER_2) { inputMap = new InputMap(2); } }
public void OnAttack() { //TODO: Add Animations for the the death //TODO: Add multiple health states with diffrent sprites for each Health--; if (Health <= 0) { BulletSpawner bulletSpawner = FindObjectOfType <BulletSpawner>(); bulletSpawner.batteries.Remove(this); if (bulletSpawner.batteries.Count <= 0) { FindObjectOfType <SongController>().NextPhase(); } Destroy(gameObject); } }
/// <summary> /// float: seconds to be active for /// int: ? /// string: name of GameObject with BulletSpawner component to activate /// object: ? /// </summary> public void activateSpawner(AnimationEvent e) { GameObject spawner_ = gameObject.FindObject(e.stringParameter); if (!spawner_) { Debug.LogError("no gameObject called " + e.stringParameter + " found"); return; } BulletSpawner spawner = spawner_.GetComponent <BulletSpawner>(); if (!spawner) { Debug.LogError("" + spawner_ + " has no spawner script component"); return; } spawner.activateForSeconds(e.floatParameter); }
public void InitInGame() { ver = StaticStrings.Vertical; hor = StaticStrings.Horizontal; anim = GetComponent <Animator>(); player = GetComponentInChildren <B_Player>(); player.initializeCanvas(); //dependency with statemanager states.init(); camerahandler = GetComponentInChildren <Camerahandler>(); camerahandler.Init(this); playerActions = new PlayerActions(player, this, anim); player.Helper.INITIALIZETARGETEVENT(this); reciveTrget(playerActions.targets[0]); bs = GetComponentInChildren <BulletSpawner>(); bs.INITIALIZING(player); player.reciveAnimator(anim); isInit = true; player.assignWeapons(weaponModel, SpecialWeaponModel); isfrozen = false; }
// Start is called before the first frame update void Awake() { InteractPrompt.SetActive(false); alive = true; audioSource = GetComponent <AudioSource>(); CurrentHealth = MaxHealth; upperBody = transform.Find("UpperBody"); bulletSpawner = upperBody.GetComponentInChildren <BulletSpawner>(); lowerBody = transform.Find("LowerBody"); lb_animator = lowerBody.GetComponentInChildren <Animator>(); ub_animator = upperBody.GetComponentInChildren <Animator>(); lowerBodySR = lb_animator.transform.GetComponent <SpriteRenderer>(); upperBodySR = ub_animator.transform.GetComponent <SpriteRenderer>(); cc = GetComponent <CharacterController>(); lb_animator.SetInteger("walk", 0); ub_animator.SetBool("arms", false); ub_animator.SetBool("ActionInProgress", false); animationBaseSpeed = MoveSpeed / 80f; lb_animator.speed = ub_animator.speed = animationBaseSpeed; ChangeUpperBodyMode(UpperBodyMode); }
protected void BasicStart() { //Audio mShootAudio = GameObject.Find("ShootAudio").GetComponent <AudioSource>(); mPlayer = GameObject.Find("Player").transform; if (mPlayer == null) { Debug.Log("no player found"); } mOwner = gameObject.GetComponent <EnemyManager>(); mSpawner = (BulletSpawner)FindObjectOfType(typeof(BulletSpawner)); mSpawner.Emitter = gameObject; mOnEnemyStateChanged.Invoke(); mLastTurn = Time.time; mTimeStateActivated = Time.time; mLastTimeShooted = Time.time; Assert.AreNotEqual(gameObject, null); mRigidBody = gameObject.GetComponent <Rigidbody2D>(); }
public void SpawnLevel() { levelNumber++; for (int i = 0; i < levelNumber; i++) { BulletSpawner spawner = spawners.ReQueue(); spawner.transform.position = Vector3.zero; spawner.transform.position += (Vector3)Random.insideUnitCircle.normalized * 8f; spawner.data = spawnerDataList.GetRandom(); spawner.inUse = true; if (levelNumber % 3 == 0) { spawner.SpawnHoming(); } else { spawner.SpawnAngled(); } } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { base.Initialize(); IsMouseVisible = true; var worldSpriteBatch = new SpriteBatchProxy(new SpriteBatch(GraphicsDevice)); var hudSpriteBatch = new SpriteBatchProxy(new SpriteBatch(GraphicsDevice)); _world = new World(Vector2.Zero); var physicsUpdater = new WorldUpdateableAdapter(_world); var controllersProcessor = new EntityProcessor<IController>(); var controllersUpdater = new EntityUpdater<IController>(controllersProcessor); var modelsProcessor = new EntityProcessor<IModel>(); var modelsUpdater = new EntityUpdater<IModel>(modelsProcessor); var viewsProcessor = new EntityProcessor<IView>(); var viewsUpdater = new EntityUpdater<IView>(viewsProcessor); var worldMapViewProcessor = new EntityProcessor<IView>(); var worldCharacterViewProcessor = new EntityProcessor<IView>(); var worldViewCamera = new Camera(worldSpriteBatch) { ViewProcessors = new[] { worldMapViewProcessor, worldCharacterViewProcessor } }; var hudViewCamera = new Camera(hudSpriteBatch); var updateStepMultiplexer = new UpdationMultiplexer { Updateables = { controllersUpdater, modelsUpdater, physicsUpdater, } }; var drawMultiplexer = new DrawingMultiplexer { Drawables = { worldViewCamera, hudViewCamera } }; _screen = new GameStateAdapter { UpdateStepUpdateable = updateStepMultiplexer, DrawStepUpdateable = viewsUpdater, Drawable = drawMultiplexer }; var map = Content.Load<Map>("01"); //добавить мапу как вьюху var mapView = new MapView(map); worldMapViewProcessor.Collect(mapView); //добавить стены в мир var wallBody = new Body(_world, Vector2.Zero); var verticesArrays = map.ObjectLayers["walls"].MapObjects .Select(mapObject => new Vertices(mapObject.Polyline.Points.Select(p => new Vector2(p.X/10f, p.Y/10f)))); foreach (var vertices in verticesArrays) FixtureFactory.AttachChainShape(vertices, wallBody); //добавить танки как полноценные тройки MVC var bodyTexture = Content.Load<Texture2D>("body"); var towerTexture = Content.Load<Texture2D>("tower"); var bulletTexture = Content.Load<Texture2D>("bullet"); IBulletModelFactory bulletModelFactory = new BulletModelFactory(_world); IBulletViewFactory bulletViewFactory = new BulletViewFactory(bulletTexture); IBulletSpawner bulletSpawner = new BulletSpawner(modelsProcessor, viewsProcessor, worldCharacterViewProcessor, bulletModelFactory, bulletViewFactory); ITankTowerFactory tankTowerFactory = new TankTowerFactory(bulletSpawner); ITankModelFactory tankModelFactory = new TankModelFactory(_world, tankTowerFactory); ITankViewFactory tankViewFactory = new TankViewFactory(bodyTexture, towerTexture); ITankControllerFactory tankUserControllerFactory = new TankUserControllerFactory(); ITankControllerFactory tankEnemyControllerFactory = new TankEnemyControllerFactory(); ITankSpawner userTankSpawner = new TankSpawner(modelsProcessor, controllersProcessor, viewsProcessor, worldCharacterViewProcessor, tankModelFactory, tankViewFactory, tankUserControllerFactory); ITankSpawner enemyTankSpawner = new TankSpawner(modelsProcessor, controllersProcessor, viewsProcessor, worldCharacterViewProcessor, tankModelFactory, tankViewFactory, tankEnemyControllerFactory); foreach (var mapObject in map.ObjectLayers["entities"].MapObjects) { var position = new Vector2(mapObject.Bounds.X/10f, mapObject.Bounds.Y/10f); var rotation = 0; switch (mapObject.Type) { case "Player": userTankSpawner.Spawn(position, rotation); break; case "Enemy": enemyTankSpawner.Spawn(position, rotation); break; } } foreach (var mapObject in map.ObjectLayers["triggers"].MapObjects) { if (mapObject.Type == "VictoryPoint") { var body = new Body(_world, Vector2.Zero) { IsSensor = true }; FixtureFactory.AttachPolygon(new Vertices(mapObject.Polygon.Points.Select(p => new Vector2(p.X/10f, p.Y/10f))), 1, body); body.OnCollision += (a, b, contact) => { Exit(); return false; }; } } }