Пример #1
0
        private Entity MakeThug()
        {
            float  y = (float)((r.NextDouble()) * ScreenHelper.Viewport.Height);
            Sprite s = new Sprite(new Vector2(ScreenHelper.Viewport.Width, y), medFish, AnimationType.None);

            Entity e = new TargetedEnemy(2, "Damage", s, 2, 400, manager.Get("Player"));

            e.OnDeath += new Action1(SpawnBlood); e.OnDeath += new Action1(SpawnCoin);
            return(e);
        }
Пример #2
0
 void Awake()
 {
     //Find and allocate the referenced objects and scripts in the scene
     _muzzleFlash   = gameObject.GetComponentInChildren <MuzzleFlash>();
     _midPoint      = GameObject.Find("MidPoint");
     _anim          = gameObject.GetComponent <Animator>();
     _agent         = gameObject.GetComponent <NavMeshAgent>();
     _obstacle      = gameObject.GetComponent <NavMeshObstacle>();
     _combatUI      = GameObject.Find("_combatMan").GetComponent <CombatUI>();
     _calcDam       = GameObject.Find("_combatMan").GetComponent <CalculateDamage>();
     _targetedEnemy = GameObject.Find("_combatMan").GetComponent <TargetedEnemy>();
     _moveIndicator = GameObject.Find("Player").GetComponent <MoveIndicator>();
     _playerTurnUI  = GameObject.Find("PlayerTurn");
     _cam           = GameObject.Find("_cameraParent").GetComponent <CameraController>();
     _combatOver    = GameObject.Find("EndCanvas").GetComponent <CombatOver>();
     _aux           = GameObject.Find("_combatMan").GetComponent <AuxilliaryPower>();
     //Determine player stats based off
     _ap = _CombatManager._maxAP;
     _combatUI.Initialize();
     //Prepare the elements used for navigation
     _mask = ~_mask;
     _path = new NavMeshPath();
     _aux.Initialize();
 }