void Awake() { DamageableGameObject damageable = GetComponent <DamageableGameObject>(); damageable.onDamageTaken += OnDamageTaken; damageable.onDied += OnDied; }
// Start is called before the first frame update protected override void Awake() { base.Awake(); GameObject obj = GameObject.FindWithTag("Finish"); if (obj != null) { finalTarget = obj.GetComponent <DamageableGameObject>(); } }
// Start is called before the first frame update void Awake() { agent = GetComponent <NavMeshAgent>(); cam = Camera.main; GameObject obj = GameObject.FindWithTag("Finish"); DamageableGameObject dgo = obj.GetComponent <DamageableGameObject>(); GameObject projectile = Instantiate(prefab, transform.position, Quaternion.identity) as GameObject; ProjectileController controller = projectile.GetComponent <ProjectileController>(); controller.Init(dgo, 20); }
protected override IEnumerator SpawnBad() { float wait = waitTimeFirstWave; while (wait > 0) { if (onWaveCountdown != null) { onWaveCountdown(wait); } wait -= Time.deltaTime; yield return(null); } for (int i = 0; i < badWaves; i++) { for (int j = 0; j < badSpawn.Length; j++) { for (int k = 0; k < monstersPerWave; k++) { Vector3 offset = new Vector3(Random.Range(-0.1f, 0.1f), 0f, Random.Range(-0.1f, 0.1f)); GameObject obj = Instantiate(badPrefabs, badSpawn[j].position + offset, Quaternion.identity) as GameObject; DamageableGameObject damageable = obj.GetComponent <DamageableGameObject>(); damageable.onDied += OnCreepDied; } } if (onWaveUpdate != null) { onWaveUpdate(badWaves, i + 1); } if (i < badWaves - 1) { wait = waitTimeBetweenWaves; while (wait > 0) { if (onWaveCountdown != null) { onWaveCountdown(wait); } wait -= Time.deltaTime; yield return(null); } } } if (onWaveCountdown != null) { onWaveCountdown(wait); } }
protected virtual void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } GameObject obj = GameObject.FindWithTag("Finish"); nexus = obj.GetComponent <DamageableGameObject>(); }
void Awake() { damageableGameObject = GameObject.FindGameObjectWithTag("Player").GetComponent <DamageableGameObject>(); instantAttackerGameObject = GameObject.FindGameObjectWithTag("Player").GetComponent <InstantAttackerGameObject>(); if (PlayerPrefs.HasKey("maxHealth")) { damageableGameObject.defenseStats.maxHealth = PlayerPrefs.GetInt("maxHealth"); } if (PlayerPrefs.HasKey("atkSpeed")) { instantAttackerGameObject.offenseStats.attackSpeed = PlayerPrefs.GetFloat("atkSpeed"); } if (PlayerPrefs.HasKey("damage")) { instantAttackerGameObject.offenseStats.damage = PlayerPrefs.GetInt("damage"); } damageableGameObject.currentHealth = damageableGameObject.defenseStats.maxHealth; Debug.Log(instantAttackerGameObject.offenseStats.attackSpeed); }
void Awake() { damageableGameObject = GameObject.FindGameObjectWithTag("Player").GetComponent <DamageableGameObject>(); instantAttackerGameObject = GameObject.FindGameObjectWithTag("Player").GetComponent <InstantAttackerGameObject>(); }