Наследование: UnityEngine.MonoBehaviour
Пример #1
0
    public void Start()
    {
        _myNavMeshAgent = GetComponent<NavMeshAgent>();

        AttackTarget = GameObject.Find("Player").transform;
        fountainPosition = GameObject.Find("Fountain").transform.position;

        minDistanceToTarget = 2f;
        maxDistanceToTarget = 80f;
        baseAttackChance = 25f;
        attackCool = false;

        _BossDetectionScript = gameObject.GetComponent<DarkGodStateMachine>();
        _bossBehaviorScript = gameObject.GetComponent<BossBehavior>();

        if(Path == null) {
            Debug.LogError("Path cannot be null.", gameObject);
            return;
        }
        currentPoint = Path.GetPathEnumerator();
        currentPoint.MoveNext();
        if(currentPoint.Current == null)
            return;
        transform.position = currentPoint.Current.position;
        _lastTransform = transform.position;
    }
 //private Vector3 bossOffsetTether;
 // Use this for initialization
 void Start()
 {
     _bossDetectionScript = BossToTrack.GetComponent<DarkGodStateMachine>();
     bossTether = GetComponent<LineRenderer>(); //Used to draw visual tether between cultists and boss
     offsetTether = new Vector3(0f, 1f, 0f); //Offsets tether height
     bossTether.SetWidth(0.2f, 0.2f); //Width of tether to boss and their shield
     bossTether.SetVertexCount(lengthOfTether); //sets the number of vertices of the line (Used for sine function)
     //bossOffsetTether = new Vector3(0f, 1f, 0f);
 }
Пример #3
0
 public void AddPhaseAttacks(DarkGodStateMachine.BossPhase phase)
 {
     switch(phase)
     {
     case DarkGodStateMachine.BossPhase.Two:
         Debug.Log("Adding phase 2 Attacks");
         availableAttacks.Add(rangedData);
         break;
     case DarkGodStateMachine.BossPhase.Three:
         Debug.Log("Adding phase 3 attacks");
         availableAttacks.Add(petrificationData);
         availableAttacks.Add(aoeData);
         break;
     }
 }
Пример #4
0
    // Use this for initialization
    void Start()
    {
        availableAttacks = new List<AttackData>();
        InitializeAttackData();
        availableAttacks.Add(clawData);
        _bossDetectionScript = gameObject.GetComponentInChildren<DarkGodStateMachine>();
        _myAnimator = gameObject.GetComponent<Animator>();
        healingObject = transform.Find("HealingObject").gameObject;

        bossHealth = bossStartingHealth;

        //spookyAttack = GetComponents<AudioSource>()[1];
        //spookDeath = GetComponents<AudioSource>()[2];
        healingObject.SetActive(false);
        aoeCollider = GetComponent<SphereCollider>();
        aoeCollider.enabled = false;
        aoeSphere = transform.Find("AoeSphere").gameObject;
        aoeSphere.SetActive(false);
        petrifySpawn = transform.Find("PetrifyLocation").transform;
        projectileSpawn = transform.Find("ProjectileSpawn").transform;
        bulletsHit = 0;
    }
 void Start()
 {
     healingObjectHealth = healingObjectStartingHealth;
     _bossDetectionScript = GetComponentInParent<DarkGodStateMachine>();
 }