Пример #1
0
 /// <summary>
 /// Sent when an incoming collider makes contact with this object's
 /// collider (2D physics only).
 /// </summary>
 /// <param name="other">The Collision2D data associated with this collision.</param>
 void OnCollisionEnter2D(Collision2D other)
 {
     Debug.Log("Sanity Check");
     if (other.gameObject.tag == "OverworldEnemy")
     {
         RPGun_GameManager manager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <RPGun_GameManager>();
         manager.TriggerFight(other.gameObject.GetComponent <RPGun_Enemy>());
     }
 }
Пример #2
0
    /// <summary>
    /// Awake is called when the script instance is being loaded.
    /// </summary>
    void Awake()
    {
        DontDestroyOnLoad(this);

        if (Instance == null)
        {
            Instance = this;
        }
        else
        {
            Destroy(gameObject);
        }

        currentState         = GameState.OVERWORLD;
        stage                = new RPGun_FightStage();
        stage.enemiesToSpawn = new List <GameObject>();
        stage.enemiesToSpawn.Add(fightEnemyPrefab);
    }
Пример #3
0
    void Awake()
    {
        enemies = new Dictionary <Guid, RPGun_Enemy>();
        manager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <RPGun_GameManager>();
        stage   = manager.GetStage();
        var enemySpawnPointObjects = GameObject.FindGameObjectsWithTag("EnemySpawnPoint");

        enemySpawnPoints = new List <Transform>();
        foreach (GameObject esp in enemySpawnPointObjects)
        {
            enemySpawnPoints.Add(esp.transform);
        }

        foreach (GameObject enemy in stage.enemiesToSpawn)
        {
            GameObject  newObject = GameObject.Instantiate(enemy, enemySpawnPoints[0].position, enemySpawnPoints[0].rotation);
            RPGun_Enemy newEnemy  = newObject.GetComponent <RPGun_Enemy>();
            newEnemy.SetId(AddEnemy(newEnemy));
            newEnemy.SetFightManager(this);
        }
    }