Пример #1
0
    ///////////////////////

    protected override void Start()
    {
        base.Start();
        FL = GameObject.Find("NPCs").GetComponent <FactionLogic>();
        enemyProjectiles = GameObject.Find("EnemyProjectiles").transform;
        SCE = GetComponentInChildren <ShieldCastingEnemy>();
    }
 public virtual void AdditionalNPCSetup(FactionsEnum Fenum_in, FactionLogic FL_in, int PlayerRepModifier_in)
 {
     FacEnum           = Fenum_in;
     FL                = FL_in;
     PlayerRepModifier = PlayerRepModifier_in;
     Player_Fired      = false;
 }
Пример #3
0
    // Use this for initialization
    void Awake()
    {
        houses             = new List <House>();
        buyers             = new List <Buyer>();
        buyersFactionLogic = new FactionLogic();

        // Call once, and let it invoke itself as it pleases
        SpawnBuyer();
        InvokeRepeating("AttemptToLureBuyer", 1.0f, 1.0f);
    }
Пример #4
0
    void Start()
    {
        factionLogic = new FactionLogic();
        successfulPoliceStings = 0;
        gameOverMax = 100;
        gameOverMeter = 0;

        if (policeStingMultiplier == 0)
            policeStingMultiplier = 5;
    }
Пример #5
0
    public virtual void StartWeapon(bool EnemyWeapon_in = false, EnemyTemplateMaster ETM_in = null, HumanoidWeaponExpertise humanoidWeaponExpertise = HumanoidWeaponExpertise.Adept)
    {
        EnemyWeapon = EnemyWeapon_in;
        player      = GameObject.Find("Player").transform;

        if (EnemyWeapon_in)
        {
            FL                    = GameObject.Find("NPCs").GetComponent <FactionLogic>();
            ETM                   = ETM_in;
            WeaponExpertise       = humanoidWeaponExpertise;
            enemyAnimationUpdater = GetComponentInParent <EnemyAnimationUpdater>();
            enemyWeaponController = GetComponentInParent <EnemyWeaponController>();
        }
        else
        {
            playMove         = player.GetComponentInChildren <PlayerMovement>();
            animationUpdater = player.GetComponentInChildren <PlayerAnimationUpdater>();
            energy           = player.GetComponent <Energy>();
            stats            = player.GetComponent <PlayerStats>();
        }
    }
Пример #6
0
    ////////////////////////////////////Public Usable Functions


    ////////////////////////////////////Protected Virtual Functions
    protected virtual void Start()
    {
        cc_immune       = false;
        timer           = 0f;
        player          = GameObject.Find("Player");
        Hitbox          = transform.Find("Hitbox");
        deadEnemyParent = GameObject.Find("DeadNPC").transform;

        AIenabled            = false;
        QH                   = GameObject.Find("QuestsHolder").GetComponent <QuestsHolder>();
        rB                   = GetComponent <Rigidbody>();
        animator             = GetComponentInChildren <Animator>();
        animationUpdater     = GetComponentInChildren <EnemyAnimationUpdater>();
        agent                = GetComponent <NavMeshAgent>();
        agent.updatePosition = false;
        agent.updateRotation = false;
        health               = GetComponentInChildren <Health>();
        EHealBar             = GetComponentInChildren <EnemyHealthBar>();
        facLogic             = GameObject.Find("NPCs").GetComponent <FactionLogic>();

        agent.enabled  = true;
        original_speed = agent.speed;
    }
    //////////////////////////////////////////////////////

    protected virtual void Start()
    {
        EnemyProjectiles = GameObject.Find("EnemyProjectiles").transform;
        ETM = GetComponentInParent <EnemyTemplateMaster>();
        FL  = GameObject.Find("NPCs").GetComponent <FactionLogic>();
    }
Пример #8
0
 protected virtual void Start()
 {
     HM  = GetComponentInParent <HumanoidMaster>();
     ETM = GetComponentInParent <EnemyTemplateMaster>();
     FL  = GameObject.Find("NPCs").GetComponent <FactionLogic>();
 }
 private void Start()
 {
     enemies_nearby = false;
     TriggerList    = transform.GetComponent <ColliderChild>().TriggerList;
     FL             = FindObjectOfType <FactionLogic>();
 }
 public void EnemySetup(FactionLogic FL_in, EnemyTemplateMaster ETM_in)
 {
     enemy_strike = true;
     FL           = FL_in;
     ETM          = ETM_in;
 }