void Start() { this.controler = GetComponent <CharacterController>(); this.checkPush = false; this.controllerHitSequence = GameObject.Find("Jumba").GetComponent <ControllerHitSequence>(); this.raycastDistance = GameObject.Find("Jumba").GetComponent <RayCastDistance>(); }
public void Start() { this.raycastEnemy = GetComponent <RaycastEnemy>(); this.myTransform = gameObject.transform; this.canAttack = GetComponent <EnemyCanAttack>(); this.enemyStateMachine = GetComponent <EnemyStateMachine>(); this.enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Move); this.target = GameObject.Find("Jumba").transform; this.controllerHitSequence = target.GetComponent <ControllerHitSequence>(); this.interfaceHitCombo = target.GetComponent <InterfaceHitCombo>(); this.controllerHit = target.GetComponent <ControllerHitPlayer>(); this.strikeForce = target.GetComponent <StrikeForce>(); this.enemyLife = GetComponent <EnemyLife>(); this.characterController = GetComponent <CharacterController>(); this.enemyAnimation = GetComponent <EnemyAnimator>(); }
private ControllerHitSequence controllerHitSequence; // controle da sequencia de Hit void Start() { var jumba = GameObject.Find("Jumba"); controllerHit = jumba.GetComponent <ControllerHitPlayer>(); interfaceHitCombo = jumba.GetComponent <InterfaceHitCombo>(); controllerHitSequence = jumba.GetComponent <ControllerHitSequence>(); }
void Start() { player = GameObject.Find("Jumba").transform; // gets this scripts from player this.controllerHitSequence = player.GetComponent <ControllerHitSequence>(); this.controllerHit = player.GetComponent <ControllerHitPlayer>(); this.interfaceHitCombo = player.GetComponent <InterfaceHitCombo>(); }
private Vector3 direction; // used to mark the direction #endregion void Start() { player = transform.parent.GetComponent <SniperMoviment>().player; // it gets the player this.controllerHitSequence = player.GetComponent <ControllerHitSequence>(); // to control the hit sequence this.controllerHit = player.GetComponent <ControllerHitPlayer>(); // to control the hit this.interfaceHitCombo = player.GetComponent <InterfaceHitCombo>(); // to control the hit interface }
void Start() { player = transform.parent.GetComponent <DragonHead>().player; this.controllerHitSequence = player.GetComponent <ControllerHitSequence>(); this.controllerHit = player.GetComponent <ControllerHitPlayer>(); this.interfaceHitCombo = player.GetComponent <InterfaceHitCombo>(); interfaceLifeBoss = GameObject.Find("EnemyLife").GetComponent <InterfaceLifeBoss>(); }
void Start() { // Cache component lookup at startup instead of doing this every frame this.character = GetComponent <CharacterController>(); this.stateControl = GetComponent <PlayerStateControl>(); this.controllerHitSequence = GetComponent <ControllerHitSequence>(); this.raycastDistance = GetComponent <RayCastDistance>(); rayDistance = (this.character.height / 4.0f) + (this.character.height / 2.0f); positionZ = transform.position.z; }
public static bool leadAttack(float damagePercent, bool enemySide, float timeForcePush, float speedPush, float speedPushY) { if (PlayerStateControl.sharePlayer().getCurrentState() != PlayerState.Dead) { GettingAttacks.checkGettingAttacks().setProperties(enemySide, timeForcePush, speedPush, speedPushY); // Estado do player sendo atacado PlayerStateControl.sharePlayer().setState(PlayerState.LeadingAttack); // Remove a vida do jogador ControllerLifePlayer.sharedLife().RemoveLifePlayer(damagePercent); // Limpa a lista ControllerHitSequence.checkHitSequence().ClearList(); return(true); } return(false); }
private float life; // used to work with the life void Start() { player = GameObject.Find("Jumba").transform; this.controllerHitSequence = player.GetComponent <ControllerHitSequence>(); this.controllerHit = player.GetComponent <ControllerHitPlayer>(); this.interfaceHitCombo = player.GetComponent <InterfaceHitCombo>(); interfaceLifeBoss = GameObject.Find("EnemyLife").GetComponent <InterfaceLifeBoss>(); exterminatorMovement = transform.parent.GetComponent <ExterminatorMovement>(); life = maxLife; // define the maximum angry degree of the boss maxAngryDegree = Random.Range(5, 10); // sends the difficulty factor exterminatorMovement.setDegreeOfDifficulty(life / maxLife); }