public override void Attack(TD_Enemy e) { // Enable the line line.enabled = true; // Deal damage to enemy e.Damage(damage); // }
public override void Aim(TD_Enemy e) { // Get orb to look at enemy orb.LookAt(e.transform); // Create line from orb to enemy line.SetPosition(0, muzzle.position); line.SetPosition(1, e.transform.position); }
public void KillEnemy(TD_Enemy arg_enemy) { int currency_gained = (int)arg_enemy.Type.Type; money_ += 10 * currency_gained; list_enemies_.Remove(arg_enemy); list_enemies_.TrimExcess(); Destroy(arg_enemy.transform.root.gameObject); }
void Fire() { if (collided_objects_.Length <= 0) { return; } if (collided_objects_[0] == null) { return; } TD_Enemy target_ = collided_objects_[0].gameObject.GetComponentInParent <TD_Enemy>(); if (!target_.isDead()) { target_.Damage(damage_); Debug.Log(target_.GetHealth()); } }
void DetectEnemies() { // Reset current enemy currentEnemy = null; // Perform OverlapSphere and get the hits Collider[] hits = Physics.OverlapSphere(transform.position, attackRange); // Loop through everything we hit foreach (var hit in hits) { // If the thing we hit is an enemy TD_Enemy enemy = hit.GetComponent <TD_Enemy>(); if (enemy) { // Set current enemy to that one currentEnemy = enemy; } } }
public void SpawnEnemy() { if (enemies_spawned_ >= enemies_to_spawn_) { CancelInvoke("SpawnEnemy"); enemies_spawned_ = 0; return; } enemies_spawned_++; TD_Enemy temp = Instantiate(prefab_enemy_, new Vector3(map_.spawn_points_[0].transform.position.x, 0.0f, map_.spawn_points_[0].transform.position.z), Quaternion.identity); int chosen_type = Random.Range(1, 4); temp.Type = enemy_factory_.Get((EnemyType)(chosen_type)); switch (chosen_type) { case (int)(EnemyType.DEFAULT): { temp.list_path_ = list_path_default_; break; } case (int)(EnemyType.FLYING): { //flying enemies will fly to directly to dest temp.list_path_.Add(map_.destination_); break; } case (int)(EnemyType.HOVERING): { temp.list_path_ = list_path_hovering_; break; } } list_enemies_.Add(temp); }
public void DespawnEnemy(TD_Enemy arg_enemy) { list_enemies_.Remove(arg_enemy); list_enemies_.TrimExcess(); Destroy(arg_enemy.transform.root.gameObject); }
public virtual void Attack(TD_Enemy e) { }
public virtual void Aim(TD_Enemy e) { }