// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); agent = GetComponent <NavMeshAgent>(); puppet = GetComponent <PuppetScript>(); protectiveAction = ScriptableObject.CreateInstance <ReactiveGuard>(); protectiveAction.animation = animation; protectiveAction.puppet = puppet; protectiveAction.GuardTimerMax = guardTimer; protectiveAction.playerPuppet = player.GetComponent <PuppetScript>(); protectiveAction.dances = new List <string>(); protectiveAction.dances.Add("Twerk"); protectiveAction.dances.Add("Gangnam Style"); protectiveAction.dances.Add("Robot"); PopulateActions(phaseOneAttacks, ref phaseOne); if (!repeatActions) { PopulateActions(phaseTwoAttacks, ref phaseTwo); } else { PopulateActions(phaseOneAttacks, ref phaseTwo); } currentAction = phaseOne[0]; }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); agent = GetComponent<NavMeshAgent>(); puppet = GetComponent<PuppetScript>(); protectiveAction = ScriptableObject.CreateInstance<ReactiveGuard>(); protectiveAction.animation = animation; protectiveAction.puppet = puppet; protectiveAction.GuardTimerMax = guardTimer; protectiveAction.playerPuppet = player.GetComponent<PuppetScript>(); protectiveAction.dances = new List<string>(); protectiveAction.dances.Add("Twerk"); protectiveAction.dances.Add("Gangnam Style"); protectiveAction.dances.Add("Robot"); PopulateActions(phaseOneAttacks, ref phaseOne); if (!repeatActions) PopulateActions(phaseTwoAttacks, ref phaseTwo); else PopulateActions(phaseOneAttacks, ref phaseTwo); currentAction = phaseOne[0]; }
// Use this for initialization void Start() { if (windowTell == null) { Debug.LogWarning("I NEED A WINDOW OF OPPORTUNITY EFFECT IN Window Tell PLS KTHX"); } player = GameObject.FindGameObjectWithTag("Player"); agent = GetComponent <NavMeshAgent>(); puppet = GetComponent <PuppetScript>(); FindMonitor(); nextAction = 1; actions = new List <Action>(); foreach (ATTACK_TYPE attack in attacks) { switch (attack) { case ATTACK_TYPE.LEFT: { SlashLeft move = ScriptableObject.CreateInstance <SlashLeft>(); move.animation = animation; move.puppet = puppet; move.type = Action.TYPE.SLASH; actions.Add(move); break; } case ATTACK_TYPE.RIGHT: { SlashRight move = ScriptableObject.CreateInstance <SlashRight>(); move.animation = animation; move.puppet = puppet; move.type = Action.TYPE.SLASH; actions.Add(move); break; } case ATTACK_TYPE.TOP: { SlashTop move = ScriptableObject.CreateInstance <SlashTop>(); move.animation = animation; move.puppet = puppet; move.type = Action.TYPE.SLASH; actions.Add(move); break; } case ATTACK_TYPE.THRUST: { ThrustForward move = ScriptableObject.CreateInstance <ThrustForward>(); move.animation = animation; move.puppet = puppet; move.type = Action.TYPE.SLASH; actions.Add(move); break; } case ATTACK_TYPE.GUARD_LEFT: { GuardLeft move = ScriptableObject.CreateInstance <GuardLeft>(); move.animation = animation; move.puppet = puppet; move.GuardTimerMax = guardTimer; move.type = Action.TYPE.GUARD; actions.Add(move); } break; case ATTACK_TYPE.GUARD_RIGHT: { GuardRight move = ScriptableObject.CreateInstance <GuardRight>(); move.animation = animation; move.puppet = puppet; move.GuardTimerMax = guardTimer; move.type = Action.TYPE.GUARD; actions.Add(move); } break; case ATTACK_TYPE.GUARD_TOP: { GuardTop move = ScriptableObject.CreateInstance <GuardTop>(); move.animation = animation; move.puppet = puppet; move.GuardTimerMax = guardTimer; move.type = Action.TYPE.GUARD; actions.Add(move); } break; case ATTACK_TYPE.REACTIVE_GUARD: { ReactiveGuard move = ScriptableObject.CreateInstance <ReactiveGuard>(); move.animation = animation; move.puppet = puppet; move.GuardTimerMax = guardTimer; move.playerPuppet = player.GetComponent <PuppetScript>(); move.dances = new List <string>(); move.dances.Add("Twerk"); move.dances.Add("Gangnam Style"); move.dances.Add("Robot"); move.type = Action.TYPE.GUARD; actions.Add(move); } break; case ATTACK_TYPE.WINDOW_SHORT: { WindowOfOpportunity move = ScriptableObject.CreateInstance <WindowOfOpportunity>(); move.WindowTell = windowTell; move.animation = animation; move.puppet = puppet; move.TimerMax = shortTimer; move.type = Action.TYPE.WINDOW; actions.Add(move); } break; case ATTACK_TYPE.WINDOW_MEDIUM: { WindowOfOpportunity move = ScriptableObject.CreateInstance <WindowOfOpportunity>(); move.WindowTell = windowTell; move.animation = animation; move.puppet = puppet; move.TimerMax = mediumTimer; move.type = Action.TYPE.WINDOW; actions.Add(move); } break; case ATTACK_TYPE.WINDOW_LONG: { WindowOfOpportunity move = ScriptableObject.CreateInstance <WindowOfOpportunity>(); move.WindowTell = windowTell; move.animation = animation; move.puppet = puppet; move.TimerMax = longTimer; move.type = Action.TYPE.WINDOW; actions.Add(move); } break; } } agent.stoppingDistance = 0.0f; currentAction = actions[0]; }
void PopulateActions(List <ATTACK_TYPE> attacks, ref List <Action> actions) { actions = new List <Action>(); foreach (ATTACK_TYPE attack in attacks) { switch (attack) { case ATTACK_TYPE.LEFT: { SlashLeft move = ScriptableObject.CreateInstance <SlashLeft>(); move.animation = animation; move.puppet = puppet; actions.Add(move); break; } case ATTACK_TYPE.RIGHT: { SlashRight move = ScriptableObject.CreateInstance <SlashRight>(); move.animation = animation; move.puppet = puppet; actions.Add(move); break; } case ATTACK_TYPE.TOP: { SlashTop move = ScriptableObject.CreateInstance <SlashTop>(); move.animation = animation; move.puppet = puppet; actions.Add(move); break; } case ATTACK_TYPE.THRUST: { ThrustForward move = ScriptableObject.CreateInstance <ThrustForward>(); move.animation = animation; move.puppet = puppet; actions.Add(move); break; } case ATTACK_TYPE.GUARD_LEFT: { GuardLeft move = ScriptableObject.CreateInstance <GuardLeft>(); move.animation = animation; move.puppet = puppet; move.GuardTimerMax = guardTimer; actions.Add(move); } break; case ATTACK_TYPE.GUARD_RIGHT: { GuardRight move = ScriptableObject.CreateInstance <GuardRight>(); move.animation = animation; move.puppet = puppet; move.GuardTimerMax = guardTimer; actions.Add(move); } break; case ATTACK_TYPE.GUARD_TOP: { GuardTop move = ScriptableObject.CreateInstance <GuardTop>(); move.animation = animation; move.puppet = puppet; move.GuardTimerMax = guardTimer; actions.Add(move); } break; case ATTACK_TYPE.REACTIVE_GUARD: { ReactiveGuard move = ScriptableObject.CreateInstance <ReactiveGuard>(); move.animation = animation; move.puppet = puppet; move.GuardTimerMax = guardTimer; move.playerPuppet = player.GetComponent <PuppetScript>(); move.dances = new List <string>(); move.dances.Add("Twerk"); move.dances.Add("Gangnam Style"); move.dances.Add("Robot"); actions.Add(move); } break; case ATTACK_TYPE.WINDOW_SHORT: { WindowOfOpportunity move = ScriptableObject.CreateInstance <WindowOfOpportunity>(); move.animation = animation; move.puppet = puppet; move.TimerMax = shortTimer; actions.Add(move); } break; case ATTACK_TYPE.WINDOW_MEDIUM: { WindowOfOpportunity move = ScriptableObject.CreateInstance <WindowOfOpportunity>(); move.animation = animation; move.puppet = puppet; move.TimerMax = mediumTimer; actions.Add(move); } break; case ATTACK_TYPE.WINDOW_LONG: { WindowOfOpportunity move = ScriptableObject.CreateInstance <WindowOfOpportunity>(); move.animation = animation; move.puppet = puppet; move.TimerMax = longTimer; actions.Add(move); } break; } } }