Пример #1
0
 // Use this for initialization
 void Start()
 {
     rg        = this.GetComponent <Rigidbody>();
     objToMove = this.transform;
     if (rg == null)
     {
         rg        = this.GetComponentInParent <Rigidbody>();
         objToMove = this.transform.parent.transform;
     }
     monStats = this.GetComponentInParent <MonsterStats>();
 }
 // Use this for initialization
 void Start()
 {
     animator = this.GetComponentInParent <Animator>();
     parent   = this.transform.parent.gameObject;
     if (parent.tag == "Enemy")
     {
         target = GameObject.FindWithTag("Player").transform;
     }
     monStats = this.GetComponentInParent <MonsterStats>();
     rg       = this.GetComponent <Rigidbody>();
     if (rg == null)
     {
         rg = this.GetComponentInParent <Rigidbody>();
     }
 }
Пример #3
0
        public GameObject GenerateMonster(List<LimbStats> limbKeys)
        {
            GameObject monster = new GameObject("Monster");
            monster.transform.position = new Vector3(0, 0, 0);
            monster.transform.rotation = Quaternion.Euler(new Vector3(0, 90, 0));
            Rigidbody mrg = monster.AddComponent<Rigidbody>();
            //mrg.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY;
            monster.AddComponent<MeshCollider>();
            monster.tag = "Monster";

            //Make and add walk trigger with Roll script
            GameObject walkTrigger = Instantiate((GameObject)Resources.Load("GeneralWalkTrigger"));
            walkTrigger.transform.SetParent(monster.transform,false);            

            //Add monster stats
            MonsterStats stats = monster.AddComponent<MonsterStats>();

            //Add attack trigger
            GameObject attackTrigger = Instantiate((GameObject)Resources.Load("AttackTrigger"));
            attackTrigger.transform.SetParent(monster.transform, false);

            //For each limb key in inventory, add a limb to the monster and adjust its stats
            for (int i=0; i<limbKeys.Count; i++)
            {
                LimbStats key = limbKeys[i];
                GameObject li = InstantiateLootLimb(key);
                li.transform.SetParent(monster.transform,false);
                li.transform.position = new Vector3(rand.Next(-25,25)*.01f, rand.Next(-25, 25) * .01f, rand.Next(-25, 25) * .01f);
                li.transform.rotation = Quaternion.Euler(new Vector3(rand.Next(0, 360), rand.Next(0, 360), rand.Next(0, 360)));
                Rigidbody r = li.transform.GetComponentInChildren<Rigidbody>();
                MeshCollider mc = li.transform.GetComponentInChildren<MeshCollider>();
                BoxCollider bc = li.transform.GetComponentInChildren<BoxCollider>();
                Destroy(r);
                Destroy(mc);
                Destroy(bc);
                stats.accMod += key.accMod;
                stats.speedMod += key.speedMod;
                stats.healthMod += key.constMod;
                stats.damageMod += key.damageMod;
            }
            monster.transform.position = (GameObject.FindWithTag("Player").transform.position + new Vector3(3, 0, 3));
            print("monster at " + monster.transform.position.x);
            return monster;
        }
Пример #4
0
 // Use this for initialization
 void Start()
 {
     animator = this.GetComponentInParent<Animator>();
     stats = this.GetComponentInParent<MonsterStats>();
     parent = this.transform.parent.gameObject;
 }