Наследование: MonoBehaviour
Пример #1
0
    //--------------------------------
    // 3 - Tirer depuis un autre script
    //--------------------------------

    /// <summary>
    /// Création d'un projectile si possible
    /// </summary>
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            // Création d'un objet copie du prefab
            var shotTransform = Instantiate(shotPrefab) as Transform;

            // Position
            shotTransform.position = transform.position;

            // Propriétés du script
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // On saisit la direction pour le mouvement
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = this.transform.right;                 // ici la droite sera le devant de notre objet
            }
        }
    }
	// Use this for initialization
	void Start () {
		//selectieScript.lastGameObjectHit = null;
		lastHooveredGameObject = null;
	
		//Set ref script
		raycastscript = gameObject.GetComponent("RayCastScript") as RayCastScript;
		rotateScript = gameObject.GetComponent("RotateScript") as RotateScript;
		scaleScript = gameObject.GetComponent("ScaleScript") as ScaleScript;
		stackScript = gameObject.GetComponent("StackScript") as StackScript;
		moveScript = gameObject.GetComponent("MoveScript") as MoveScript;
		smoothCameraScript = gameObject.GetComponent("SmoothCameraScript") as SmoothCameraScript;
		verwijderScript = gameObject.GetComponent("VerwijderScript") as VerwijderScript;
		selectieScript = gameObject.GetComponent("SelectieScript") as SelectieScript;
		selectieScript.setSelectionmodeOn();
		selectieScript.playerCam = playerCam;
		
		//Turn off mouse pointer and set the cursorImage
		screenpointer = (GUITexture)Instantiate(baseGuiTexture);
		Screen.showCursor = false; 
		screenpointer.texture = cursorImage;
		screenpointer.color = Color.red;
		screenpointer.pixelInset = new Rect(-5, -5,10,10);
		screenpointer.transform.localScale -= new Vector3(1, 1, 0);
		
		modus = Modi.NAV_SEL;
	}
Пример #3
0
    // Start is called before the first frame update
    void Start()
    {
        us = spawnSubject.GetComponent <UnitScript>();
        if (us != null) // If the spawn subject is a unit, just use its values for the card.
        {
            hs = spawnSubject.GetComponent <HealthScript>();
            ms = spawnSubject.GetComponent <MoveScript>();
            cardImage.sprite = spawnSubject.GetComponent <SpriteRenderer>().sprite;
            outline          = GetComponent <Outline>();
            hp            = hs.hp;
            cost          = us.cost;
            speed         = ms.speed.x;
            specialText   = us.specialText;
            damage        = us.attackDamage;
            dps           = us.attackDamage / us.attackInterval;
            dps           = Mathf.Round(dps * 100f) / 100f;
            cardText.text = cardScriptTemplate;
            title.text    = us.unitName;
            cardCost.text = cost.ToString();
        }



        // TODO: If it's not a unit, it's some sort of special effect. We'll need to look elsewhere then for its icon and text, etc. Probably boolean to make custom?
    }
Пример #4
0
    /// <summary>
    /// 发射子弹
    /// </summary>
    /// <param name="isEnemy"></param>
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            //if (isEnemy)
            //{
            //    SoundEffectsHelper.Instance.MakeEnemyShotSound();
            //} else
            //{
            //    SoundEffectsHelper.Instance.MakePlayerShotSound();
            //}

            shotCooldown = shotingRate;

            var shotTransform = Instantiate(shotPrefab) as Transform;
            shotTransform.position = transform.position;
            Short shot = shotTransform.gameObject.GetComponent <Short>();

            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = move.direction;
            }
        }
    }
Пример #5
0
    public void AttackAngled(bool isEnemy, Vector2 direction)
    {
        if (direction == new Vector2(0, 0))
        {
            direction = new Vector2(0, 1);
        }
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            // Create a new shot
            var shotTransform = Instantiate(shotPrefab) as Transform;
            shotTransform.SetParent(gameObject.transform);

            // Assign position
            shotTransform.position = transform.position;

            // The is enemy property
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // Make the weapon shot always towards it
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                //new Vector2((transform.position.x - player.position.x) * speed, (transform.position.y - player.position.y) * speed);
                move.direction = direction;
            }
        }
    }
Пример #6
0
    //--------------------------------
    // 3 - Shooting from another script
    //--------------------------------

    /// <summary>
    /// Create a new projectile if possible
    /// </summary>
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            // Create a new shot
            var shotTransform = Instantiate(shotPrefab) as Transform;

            // Assign position
            shotTransform.position = transform.position;

            // The is enemy property
            BulletScript shot = shotTransform.gameObject.GetComponent <BulletScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // Make the weapon shot always towards it
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = this.transform.up;                 // towards in 2D space is the right of the sprite
            }
        }
    }
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            var shotTransform = Instantiate(shotPrefab) as Transform;

            shotTransform.position = transform.position;

            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();

            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();

            if (move != null)
            {
//                move.direction = player.transform.position.normalized;
                move.direction = new Vector2(-(this.transform.position.x - player.transform.position.x), -(this.transform.position.y - player.transform.position.y)).normalized;
            }
        }
    }
Пример #8
0
 void Update()
 {
     if (Input.GetButtonDown("Cancel"))
     {
         StartCoroutine(turnoff());
     }
     if (text.text == sentencesWithShopKeeper[index])
     {
         if (Input.anyKeyDown)
         {
             nextSentence();
         }
     }
     player = GameObject.FindGameObjectWithTag("Player");
     if (player != null)
     {
         mscr = player.GetComponent <MoveScript>();
     }
     if (gameui.activeInHierarchy == false)
     {
         mscr.src.Stop();
         Time.timeScale = 0;
     }
     else
     {
         Time.timeScale = 1;
     }
 }
Пример #9
0
    public override void SendMouse1Order(RTSGameObject target, bool directOrder, bool postpone)
    {
        if (!postpone)
        {
            if (target.GetComponent <Unit>())
            {
                if (target.faction == Faction.Neutral)
                {
                    Debug.Log("Can't attack this target");
                }

                else if (target.faction != this.faction)
                {
                    SendMessage("StopAction"); // Interrupt any other actions
                    AttackScript.Attack(target);
                }
            }
            else if (target.GetComponent <Collectable>()) // Goldmine, wood
            {
                MoveScript.Move(target.transform.position);
            }

            else if (target.GetComponent <CollectableObject>()) // Collectable object
            {
                // Take the Object
            }
        }
        else
        {
            Orders.AddLast(new Order(OrderName.Mouse1, Vector3.zero, target));
        }
    }
Пример #10
0
    // Update is called once per frame
    void Update()
    {
        UFOTimer -= Time.deltaTime;

        if (UFOTimer <= 0)
        {
            // create UFO at either the left or right side of the screen
            GameObject UFO        = (GameObject)Instantiate(UFOType);
            MoveScript moveScript = UFO.GetComponent <MoveScript>();

            float side = UnityEngine.Random.Range(1.0f, 2.0f);

            if (side < 1.5)
            {
                UFO.transform.position = UFOLeftStart;
                moveScript.direction   = new Vector2(1, 0);
            }
            else
            {
                UFO.transform.position = UFORightStart;
                moveScript.direction   = new Vector2(-1, 0);
            }

            moveScript.speed = UFOSpeed;

            // set bounds
            UFOScript ufoScript = UFO.GetComponent <UFOScript>();
            ufoScript.leftBound  = UFOLeftStart.x;
            ufoScript.rightBound = UFORightStart.x;

            // some number around UFOPeriod
            UFOTimer = UFOPeriod + UnityEngine.Random.Range(-UFOPeriod * 0.2f, UFOPeriod * 0.2f);
        }
    }
Пример #11
0
 void Update()
 {
     ///*
     if (Input.GetKey(KeyCode.Alpha1))
     {
         MoveScript.add(1);
     }
     else if (Input.GetKey(KeyCode.Alpha2))
     {
         MoveScript.add(2);
     }
     else if (Input.GetKey(KeyCode.Alpha3))
     {
         MoveScript.add(3);
     }
     else if (Input.GetKey(KeyCode.Alpha4))
     {
         MoveScript.add(4);
     }
     else if (Input.GetKey(KeyCode.Alpha5))
     {
         MoveScript.add(5);
     }
     else if (Input.GetKey(KeyCode.Alpha6))
     {
         MoveScript.add(-1);
     }
     //*/
 }
Пример #12
0
 void Start()
 {
     player     = GameObject.Find("Player");
     movescript = player.GetComponent <MoveScript>();
     doors      = GameObject.Find("GameManager");
     arrow      = doors.GetComponent <BossRoomBehavior>().arrow;
 }
Пример #13
0
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            // Create a new shot
            var shotTransform = Instantiate(shotPrefab) as Transform;

            // Assign position
            shotTransform.position = transform.position;

            // The is enemy property
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // Make the weapon shot always towards it
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = this.gameObject.GetComponent <PlayerScript>().movementLeft ? new Vector2(-1, 0) : new Vector2(1, 0);
                shotTransform.GetComponent <SpriteRenderer>().flipX = move.direction.x < 0;
            }
        }
    }
Пример #14
0
    /// <summary>
    /// Creates a shot based on the position and rotation of the weapon
    /// </summary>
    /// <param name="isEnemy">Whether or not the shot is an enemy's shot</param>
    public void Shoot(bool isEnemy)
    {
        //If the shot cooldown has reached 0
        if (shotCooldown <= 0f)
        {
            //Reset the shot cooldown
            shotCooldown = shotRate;

            //Create a new shot at the position of the weapon
            var shot = Instantiate(shotPrefab) as Transform;
            shot.position    = new Vector3(transform.position.x, transform.position.y - 0.04f, transform.position.z);
            shot.eulerAngles = transform.eulerAngles;

            ShotScript shotScript = shot.gameObject.GetComponent <ShotScript>();

            //Sets whether or not the shot is an enemy's or the player's
            if (shot != null)
            {
                shotScript.enemyShot = isEnemy;
            }

            //Makes sure the shot moves right relative to the weapon
            MoveScript movement = shot.gameObject.GetComponent <MoveScript>();
            if (movement != null)
            {
                movement.direction = shot.transform.right;
            }
        }
    }
Пример #15
0
    //--------------------------------
    // 3 - Стрельба из другого скрипта
    //--------------------------------

    /// <summary>
    /// Создайте новый снаряд, если это возможно
    /// </summary>
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            // Создайте новый выстрел
            var shotTransform = Instantiate(shotPrefab) as Transform;

            // Определите положение
            shotTransform.position = transform.position;

            // Свойство врага
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // Сделайте так, чтобы выстрел всегда был направлен на него
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = this.transform.right;                 // в двухмерном пространстве это будет справа от спрайта
            }
        }
    }
Пример #16
0
    public void Fire(bool isEnemy)
    {
        if (CanFire)
        {
            _cooldown = shotRate;

            // Create a new shot
            var shotTransform = Instantiate(shotPrefab) as Transform;

            // Assign position
            shotTransform.position = transform.position;

            // The is enemy property
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.belongsToEnemy = isEnemy;
            }

            // Make the weapon shot always towards it
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = this.transform.right; // towards in 2D space is the right of the sprite
            }
        }
    }
Пример #17
0
 void Awake()
 {
     // Retrieve the weapon only once
     weapons = GetComponentsInChildren<WeaponScript> ();
     // Retrieve scripts to disable when not spawn
     moveScript = GetComponent<MoveScript> ();
 }
Пример #18
0
 public void TakeDamage()
 {
     if (currstate == State.spinningstate)
     {
         movescript = player.GetComponent <MoveScript>();
         GameObject floatingtextplacehold;
         movescript            = player.gameObject.GetComponent <MoveScript>();
         floatingtextplacehold = Instantiate(floatingtext, this.transform.position + new Vector3(0, 0.7f, 0), Quaternion.identity);
         if (movescript.Damage <= 25)
         {
             floatingtextplacehold.GetComponent <TextMesh>().color = Color.yellow;
         }
         else if (movescript.Damage > 25 && movescript.Damage <= 75)
         {
             Color orange = new Color(0.990566f, 0.6313726f, 0.3490196f, 1);
             floatingtextplacehold.GetComponent <TextMesh>().color = orange;
         }
         else if (movescript.Damage > 75)
         {
             floatingtextplacehold.GetComponent <TextMesh>().color = Color.red;
         }
         Health -= DAMAGE;
         floatingtextplacehold.GetComponent <TextMesh>().text = movescript.Damage.ToString();
         //TODO: ADD SOUNDS, BLOOD ETC TO TAKING DAMAGE
     }
     else
     {
         GameObject floatingtextplacehold;
         floatingtextplacehold = Instantiate(floatingtext, this.transform.position + new Vector3(0, 0.7f, 0), Quaternion.identity);
         floatingtextplacehold.GetComponent <TextMesh>().text = "Immune";
     }
     BossBar.GetComponent <Slider>().value = Health;
     return;
 }
Пример #19
0
    // Shooting from another script

    // Create new shoot
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            // Create new shot
            var shotTransform = Instantiate(shotPrefab) as Transform;

            // Define position
            shotTransform.position = transform.position;

            // Enemy properties
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // Direction to enemy
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = this.transform.right;
            }
        }
    }
 void Awake()
 {
     // Retrieve weapon only once.
     // This will retrieve the weapon from the child.
     weapons = GetComponentsInChildren<WeaponScript>();
     moveScript = GetComponent<MoveScript>();
 }
Пример #21
0
 void Awake()
 {
     //加载动画画控制器,移动脚本和武器脚本
     animator   = GetComponent <Animator> ();
     moveScript = GetComponent <MoveScript> ();
     weapon     = GetComponentInChildren <WeaponScript> ();
 }
Пример #22
0
    // Use this for initialization
    void Start()
    {
        //Init controllers
        wiimote_start();

        //Turn off mouse pointer and set the cursorImage
        screenpointer                       = (GUITexture)Instantiate(baseGuiTexture);
        Screen.showCursor                   = false;
        screenpointer.texture               = cursorImage;
        screenpointer.color                 = Color.red;
        screenpointer.pixelInset            = new Rect(10, 10, 10, 10);
        screenpointer.transform.localScale -= new Vector3(1, 1, 0);

        //Set ref scripts
        raycastscript      = gameObject.GetComponent("RayCastScript") as RayCastScript;
        rotateScript       = gameObject.GetComponent("RotateScript") as RotateScript;
        scaleScript        = gameObject.GetComponent("ScaleScript") as ScaleScript;
        stackScript        = gameObject.GetComponent("StackScript") as StackScript;
        moveScript         = gameObject.GetComponent("MoveScript") as MoveScript;
        smoothCameraScript = gameObject.GetComponent("SmoothCameraScript") as SmoothCameraScript;
        verwijderScript    = gameObject.GetComponent("VerwijderScript") as VerwijderScript;
        selectieScript     = gameObject.GetComponent("SelectieScript") as SelectieScript;

        //Set initial values
        selectieScript.setSelectionmodeOn();
        selectieScript.playerCam = playerCam;
        modus = Modi.NAV_SEL;
    }
Пример #23
0
	//Send a wave  of enemy, each one going in a random direction
	void Wave(){
		//Sending enemies one by one
		if(enemyNumber > 0 && enemyCooldown <= 0){
				enemyVelocity = 0.0f;
				float randomEnemyDirection = Random.Range(enemyDirection[0], enemyDirection[1]);
				float sinAngle = -Mathf.Sin(Mathf.Deg2Rad * randomEnemyDirection);
				float cosAngle = Mathf.Cos(Mathf.Deg2Rad * randomEnemyDirection);
				enemyCooldown = enemyRate;
				enemyNumber--;
				enemy = Instantiate(enemyPrefab) as Transform;
				enemy.position = transform.position; //Will pop on the generator
				enemy.transform.parent = transform.parent;
				move = enemy.gameObject.GetComponent<MoveScript>();
				targetVelocity = move.speed;
				move.speed *= 3;
				if(move != null){
					move.direction = new Vector2(0 * cosAngle - 1 * sinAngle, 1 * cosAngle + 0 * cosAngle);
				}
		}
		else if(enemyNumber == 0 && enemyCooldown < 0){ //End of the wave
			Destroy(gameObject);
		}
		//Little acceleleration on spawning
		if(enemyCooldown > 0){
			if(move != null){
				move.speed = Mathf.SmoothDamp(move.speed, targetVelocity, ref enemyVelocity, enemyRate/2.5f);
			}
		}
	}
Пример #24
0
 public void Attack(bool isEnemy)
 {
     if (CanAttack)
     {
         shootCooldown = shootingRange;
         var shotTransform = Instantiate(shotPrefab) as Transform;
         if (right)
         {
             shotTransform.position = new Vector3(transform.position.x + .15f, transform.position.y + .03f, 0f);
         }
         else
         {
             shotTransform.position = new Vector3(transform.position.x - .15f, transform.position.y + .03f, 0f);
         }
         ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
         if (shot != null)
         {
             shot.isEnemyShot = isEnemy;
         }
         MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
         if (move != null)
         {
             if (right)
             {
                 move.direction = this.transform.right;
             }
             else
             {
                 move.direction = this.transform.right * -1;
             }
         }
     }
 }
Пример #25
0
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = ShootingRate;

            if (ShootSound != null)
            {
                audio.PlayOneShot(ShootSound);
            }

            var shotTransform = Instantiate(ShotPrefab) as Transform;
            shotTransform.position = transform.position;

            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript> ();
            if (shot != null)
            {
                shot.IsEnemyShot = isEnemy;
            }

            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript> ();
            if (move != null)
            {
                move.Direction = this.transform.right;
                move.Speed     = BulletSpeed;
            }
        }
    }
Пример #26
0
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCoolDown = shootingRate;

            // создание нового выстрела
            var shotTransform = Instantiate(shotPrefab) as Transform;

            //определение положения
            shotTransform.position = transform.position;

            //свойство врага
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // направляем выстрел на врага
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = this.transform.right;
            }
        }
    }
Пример #27
0
    public void AttackPlayer(bool isEnemy)
    {
        //Transform target = GameObject.FindWithTag ("Player").transform;
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            // Create a new shot
            var shotTransform = Instantiate(shotPrefab) as Transform;

            // Assign position
            shotTransform.position = transform.position;

            // The is enemy property
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // Make the weapon shot always towards it
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = new Vector2((-transform.position.x + Player.transform.position.x)
                                             , (-transform.position.y + Player.transform.position.y)).normalized;
            }
        }
    }
Пример #28
0
    void Fire(float axis)
    {
        smoke.Smoke();

        shootCooldown = shootingRate;
        var shotobject = Instantiate(projectile) as GameObject;

        // Assign position
        shotobject.transform.position = transform.position;

        ShotScript shot = shotobject.GetComponent <ShotScript>();

        if (shot != null)
        {
            shot.SetPlayerShoot(this.id);
        }

        // Make the weapon shot always towards it
        MoveScript move = shotobject.GetComponent <MoveScript>();

        if (move != null)
        {
            move.direction = (facingRight)? this.transform.right : -this.transform.right; // towards in 2D space is the right of the sprite
        }
        move.impulsionDirection(axis);
    }
Пример #29
0
 private void Awake()
 {
     _fireScripts       = GetComponentsInChildren <FireScript>();
     _moveScript        = GetComponent <MoveScript>();
     _colliderComponent = GetComponent <Collider2D>();
     _rendererComponent = GetComponent <SpriteRenderer>();
 }
    private void Start()
    {
        rb         = GetComponent <Rigidbody>();
        moveScript = GetComponent <MoveScript>();

        // Set points to add depending from enemy scale
        if (System.Math.Abs(moveScript.scale) > Mathf.Epsilon)
        {
            pointsToAdd = (int)(pointsToAdd / moveScript.scale);
        }
        else
        {
            pointsToAdd = 100;
        }

        GameObject gameControllerObject = GameObject.FindWithTag("GameController");

        if (gameControllerObject != null)
        {
            gameController = gameControllerObject.GetComponent <GameController>();
        }
        else
        {
            Debug.LogError("No GameController script could be found in scene.");
        }
    }
Пример #31
0
 void Start()
 {
     pathfinderobj = GameObject.Find("PathfinderObject");
     src           = GetComponent <AudioSource>();
     Spawner       = GameObject.Find("GameManager");
     movescript    = GetComponent <MoveScript>();
 }
Пример #32
0
    public void AttackBullet(bool isEnemy)
    {
        // Create a new shot
        Transform shotTransform = Instantiate(shotPrefab) as Transform;

        // Assign position
        shotTransform.position = transform.position;

        // The is enemy property
        ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();

        if (shot != null)
        {
            shot.isEnemyShot = isEnemy;
        }

        // Make the weapon shot always towards it
        MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();

        if (move != null)
        {
            if (shot.isEnemyShot)
            {
                move.direction = -this.transform.right; // towards in 2D space is the right of the sprite
            }
            else
            {
                move.direction = this.transform.right;
                EnergyScript energy = GetComponentInParent <EnergyScript>();
                energy.Decrement(1);
            }
        }
    }
Пример #33
0
 // Start is called before the first frame update
 void Start()
 {
     ms          = GetComponent <MoveScript>();
     hs          = GetComponent <HealthScript>();
     myTransform = GetComponent <Transform>();
     spawnTimer  = spawnInterval;
 }
Пример #34
0
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;
            var shotTransform = Instantiate(shotPrefab) as Transform;
            shotTransform.position = transform.position;

            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                if (toTheRight)
                {
                    move.direction = this.transform.right;
                }
                else
                {
                    move.direction = -this.transform.right;
                }
            }
        }
    }
	void Awake()
	{

		weapons = GetComponentsInChildren<WeaponScript>();
		
	
		moveScript = GetComponent<MoveScript>();
	}
    void Awake()
    {
        // Récupération de toutes les armes de l'ennemi
        weapons = GetComponentsInChildren<WeaponScript>();

        // Récupération du script de mouvement lié
        moveScript = GetComponent<MoveScript>();
    }
Пример #37
0
 // Use this for initialization
 void Start () {
     _axeRes = Resources.Load("Battle_axe") as GameObject;
     Debug.Log(_axeRes);
     _mover = GetComponent<MoveScript>();
     _anim = GetComponent<Animator>();
     _health = GetComponent<HealthScript>();
     _anim.SetFloat("SpeedX", 0);
     _anim.SetFloat("SpeedY", -1);
 }
Пример #38
0
 // Use this for initialization
 void Start()
 {
     target = new Vector3(0,0,0);
     Corners[0] = new Vector3(-38.5f, 1.64f, -23.5f);
     Corners[1] = new Vector3(-38.5f, 1.64f, 23.5f);
     Corners[2] = new Vector3(23.1f, 1.64f, 28.1f);
     Corners[3] = new Vector3(22f, 1.64f, -27.6f);
     pacmanMove = pacman.GetComponent<MoveScript>();
     Debug.Log(Vector3.Distance(pacmanPos,Corners[0]));
 }
Пример #39
0
    // Use this for initialization
    public override void Start()
    {
        base.Start();
        state = ArcherState.attacking;
        characterType = CharacterConstants.CharacterType.enemy;

        //set our gnoll's abilities
        abilityOne = new MoveScript(this);
        abilityTwo = new RockThrowScript(this);
    }
Пример #40
0
    // Use this for initialization
    public override void Start()
    {
        base.Start();
        state = TankState.attacking;
        characterType = CharacterConstants.CharacterType.enemy;

        //set our tank's abilities
        abilityOne = new MoveScript(this);
        abilityTwo = new BasicAttackScript(this);
        abilityThree = new PushScript(this);
    }
Пример #41
0
    private MoveScript characterMoveScript; // Move script so we can push the character

    #endregion Fields

    #region Methods

    protected override void UseAbility(GameObject character)
    {
        if(characterMoveScript == null) {
            // Only get target movescript once
            characterMoveScript = character.GetComponent<MoveScript>();	// Push() is part of MoveScript
        }

        Vector2 direction = characterMoveScript.facing;

        characterMoveScript.Push(direction, amount);
    }
Пример #42
0
    private MoveScript targetMoveScript; // The target's movement script

    #endregion Fields

    #region Methods

    protected override void ApplyEffect()
    {
        if(target) {
            // Apply the snare to the target
            targetMoveScript = target.GetComponent<MoveScript>();	// Movespeed is set on MoveScript

            targetMoveScript.speed *= amount;	// Reduce the target's movement script by a percentage
        }
        else {
            // Target is dead, get rid of effect
            base.EndEffect();
        }
    }
  void Awake()
  {
    // Retrieve the weapon only once
    weapons = GetComponentsInChildren<WeaponScript>();

    // Retrieve scripts to disable when not spawn
    moveScript = GetComponent<MoveScript>();

    // Get the animator
    animator = GetComponent<Animator>();

    // Get the renderers in children
    renderers = GetComponentsInChildren<SpriteRenderer>();
  }
Пример #44
0
    // Use this for initialization
    public override void Start()
    {
        base.Start();

        //set the character type
        characterType = CharacterConstants.CharacterType.player;

        //set our fighter's abilities
        abilityOne = new MoveScript(this);
        abilityTwo = new BasicAttackScript(this);
        //abilityThree = new ComboScript(this);
        //abilityFour = new CircleAttack(this);
        //abilityFive = new StompScript(this);
    }
	// Use this for initialization
	void Start () {
		//Set ref script
		raycastscript = gameObject.GetComponent("RayCastScript") as RayCastScript;
		rotateScript = gameObject.GetComponent("RotateScript") as RotateScript;
		scaleScript = gameObject.GetComponent("ScaleScript") as ScaleScript;
		stackScript = gameObject.GetComponent("StackScript") as StackScript;		
		moveScript = gameObject.GetComponent("MoveScript") as MoveScript;
		
		//Turn off mouse pointer and set the cursorImage
		screenpointer = (GUITexture)Instantiate(baseGuiTexture);
		Screen.showCursor = false; 
		screenpointer.texture = cursorImage;
		screenpointer.color = Color.red;
		screenpointer.pixelInset = new Rect(10,10,10,10);
		screenpointer.transform.localScale -= new Vector3(1, 1, 0);
	}
Пример #46
0
    void Start()
    {
        // Get trigger so we can disable it after it happens
        trigger = GetComponent<BoxCollider2D>();

        // Grab player info
        player = GameObject.FindGameObjectWithTag("Player");
        playerScript = player.GetComponent<PlayerScript>();

        // Grab camera info
        mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
        cameraScript = mainCamera.GetComponent<CameraScript>();

        // Grab boss info
        boss = GameObject.Find ("Enemies_Dabossman");
        bossCollider = boss.GetComponent<BoxCollider2D>();
        bossMoveScript = boss.GetComponent<MoveScript>();

        // Get rockslide info
        rockSlideScript = GetComponent<RockSlideScript>();
    }
Пример #47
0
    public void Start()
    {
        moveScript = GetComponent<MoveScript>();
        weaponScript = GetComponentInChildren<WeaponScript>();
        spriteRenderer = GetComponent<SpriteRenderer>();

        dying = false;
        cel = 1;
        celPeriod = 1 / animSpeed;
        celTime = 0;
        cycleCount = 0;

        if (leftBound > rightBound)
        {
            Debug.LogError("left bound greater than right bound!");
        }

        GameManager.Instance.AdjustLives(lives);

        startPos = transform.position;
        startSpeed = moveScript.speed;
    }
Пример #48
0
    // Use this for initialization
    void Start()
    {
        //Init controllers
        wiimote_start();

        //Turn off mouse pointer and set the cursorImage
        screenpointer = (GUITexture)Instantiate(baseGuiTexture);
        Cursor.visible = false;
        screenpointer.texture = cursorImage;
        screenpointer.color = Color.red;
        screenpointer.pixelInset = new Rect(10,10,10,10);
        screenpointer.transform.localScale -= new Vector3(1,1,0);

        //Set ref scripts
        raycastscript = gameObject.GetComponent("RayCastScript") as RayCastScript;
        rotateScript = gameObject.GetComponent("RotateScript") as RotateScript;
        scaleScript = gameObject.GetComponent("ScaleScript") as ScaleScript;
        stackScript = gameObject.GetComponent("StackScript") as StackScript;
        moveScript = gameObject.GetComponent("MoveScript") as MoveScript;
        smoothCameraScript = gameObject.GetComponent("SmoothCameraScript") as SmoothCameraScript;
        verwijderScript = gameObject.GetComponent("VerwijderScript") as VerwijderScript;
        selectieScript = gameObject.GetComponent("SelectieScript") as SelectieScript;

        //Set initial values
        selectieScript.setSelectionmodeOn();
        selectieScript.playerCam = playerCam;
        modus = Modi.NAV_SEL;
    }
Пример #49
0
	// Use this for initialization
	void Start () {
		player = GetComponent<PlayerController>();
		move = GetComponent<MoveScript>();
	}
Пример #50
0
 // Use this for initialization
 void Start()
 {
     MVS = GetComponent<MoveScript>();
 }
Пример #51
0
 // Use this for initialization
 void Start()
 {
     PacmanMove = Pacman.GetComponent<MoveScript>();
 }
	void Awake () {
		moveScript = GetComponentInParent<MoveScript> ();
		spriteRenderer = GetComponent<SpriteRenderer> ();
	}
Пример #53
0
 /* ChargeCommandScript - Constructor called when Command is first created
  _character - the Character that the Command Stack is attached to */
 public ChargeCommandScript(GameObject _character)
     : base(_character)
 {
     moveScript = character.GetComponent<MoveScript>();
 }
Пример #54
0
 void Awake()
 {
     // Retrieve the weapon only once
     weapons = GetComponentsInChildren<WeaponScript>();
     moveScript = (MoveScript) GetComponent(typeof(MoveScript));
 }
Пример #55
0
	// Use this for initialization
	void Start () {
		move = this.GetComponent<MoveScript>();
	}
Пример #56
0
    // Use this for initialization
    void Start()
    {
        player = GameManager.playerScript.gameObject;
        piTrapScript = player.GetComponent<PlayerIsTrapScript>();
        playerAnim = player.GetComponent<Animator>();
        playerScript = player.GetComponent<PlayerScript>();
        moveScript = player.GetComponent<MoveScript>();
        deltaScale = sightScaleInit - sightScale;
        deltaScale = deltaScale / scaleTime;
        transform.localScale = sightScaleInit;
        initCol = GetComponent<SpriteRenderer>().color;
        alphaAttenuation = initCol.a / sightDelTime;
        initRot = transform.rotation;

        effects = new SightLineScript[7];
        for (int n = 0; n < effects.Length; n++)
        {
           effects[n] = ((GameObject)Instantiate(effect, Vector3.zero, playerScript.transform.rotation)).GetComponent<SightLineScript>();
           effects[n].render.enabled = false;
        }
    }
Пример #57
0
 void Awake()
 {
     moveScript = GetComponent<MoveScript>();
     characterScript = GetComponent<CharacterScript>();
     animator = GetComponent<Animator>();
 }
Пример #58
0
	public void aiAct() {

		//Perform decision making based off of decision parameters decided by overarching AI.
		System.Random random = new System.Random();
		//Check if idle behavior instead of non-idle.
		if(random.NextDouble() < moveIdle) {
			moveDirB = MoveDirBehavior.IDLE;
		} else {
			//Check if offensive movement behavior instead of defensive.
			if(random.NextDouble() < moveDir)
				moveDirB = MoveDirBehavior.TOWARD;
			else
				moveDirB = MoveDirBehavior.AWAY;
		}
		//Check if global movement behavior instead of non-global.
		if(random.NextDouble() > moveGlobalScope) {
			moveScopeB = MoveScopeBehavior.GLOBAL;
		} else {
			//Check if macro movement behavior instead of micro.
			if(random.NextDouble() > moveScope)
				moveScopeB = MoveScopeBehavior.MACRO;
			else
				moveScopeB = MoveScopeBehavior.MICRO;
		}
		//Check if head target behavior instead of body.
		if(random.NextDouble() > moveTarget)
			moveTargetB = MoveTargetBehavior.HEAD;
		else
			moveTargetB = MoveTargetBehavior.BODY;
		//Check if ally target behavior instead of enemy.
		if(random.NextDouble() > moveTeam)
			moveTeamB = MoveTeamBehavior.ALLY;
		else
			moveTeamB = MoveTeamBehavior.ENEMY;
		//Check if macro behavior instead of micro.
		if(random.NextDouble() > attack)
			attackB = AttackBehavior.MACRO;
		else
			attackB = AttackBehavior.MICRO;

		//Possible blocks to attack.
		LinkedList<GridBlock> attackBlocks = getAttackBlocks();
		//Choose the block to attack from attack block list.
		GridBlock attackBlock = chooseAttackBlock(attackBlocks);

		//Check if there's nowhere to attack or enemy is stronger, then move or attack.
		if(attackBlocks.Count == 0 || attackBlock.unitInstalled.getHealthPercentage() > unit.getHealthPercentage()) {
			//Get the list of blocks to move to.
			LinkedList<GridBlock> moveBlockList = getMoveBlockList();

			foreach(GridBlock b in moveBlockList) {
				MoveScript ms = new MoveScript(unit, b);
			}
		} else {
			AttackScript ms = new AttackScript(unit, attackBlock);
		}
	}
Пример #59
0
 void Start()
 {
     moveScript = GetComponent<MoveScript>();
     soundTime = soundPeriod;
 }
Пример #60
0
	void Awake () {
		moveScript = GetComponent<MoveScript> ();
	}