Пример #1
0
        void Start()
        {
            // Set up the references.
            player      = GameObject.FindGameObjectWithTag("Player").transform;
            torchLight  = player.GetComponent <LightFuel>();
            animator    = GetComponent <Animator>();
            nav         = GetComponent <NavMeshAgent>();
            audioSource = GetComponent <AudioSource>();

            // Set hurt and death reactions
            var health = GetComponent <HealthManager>();

            health.setHurtCallback(() =>
            {
                animator.SetTrigger("hurt");
                if (hurtSound && !audioSource.isPlaying)
                {
                    audioSource.PlayOneShot(hurtSound);
                }
            });
            health.setDeathCallback(() =>
            {
                animator.SetTrigger("death");
                if (deathSound)
                {
                    audioSource.PlayOneShot(deathSound);
                }
                Destroy(gameObject, 1.5f);
            });
        }
Пример #2
0
        void Start()
        {
            // Set up the references.
            source     = GetComponent <AudioSource>();
            player     = GameObject.FindGameObjectsWithTag("Player")[0].transform;
            torchLight = GameObject.FindGameObjectWithTag("Spirit").GetComponent <LightFuel>();
            animator   = GetComponent <Animator>();
            body       = GetComponent <Rigidbody>();
            nav        = GetComponent <NavMeshAgent>();

            fireball            = GetComponent <SkillManager>().getSkill(SkillsID.Fireball);
            skillModel          = fireball.model as FireballSkill;
            currentDamage       = skillModel.damageAttack;
            skillModel.castTime = castingTime;

            // Set hurt and death reactions
            var health = GetComponent <HealthManager>();

            health.setHurtCallback(() =>
            {
                animator.SetTrigger("hurt");
                if (hurtSound != null)
                {
                    source.PlayOneShot(hurtSound);
                }
            });
            health.setDeathCallback(() =>
            {
                animator.SetTrigger("death");
                if (deathSound != null)
                {
                    source.PlayOneShot(deathSound);
                }
                em.CountDeath();
                Destroy(gameObject, 1.5f);
            });

            if (SceneManager.getMulti())
            {
                multiplayer = true;
                player2     = GameObject.FindGameObjectsWithTag("Player")[1].transform;
            }
            currentAction = this.TryToFire;
            isObstacle    = false;
            isInRange     = false;
            isRetreating  = false;
            //body.isKinematic = true; // start as immobile

            shift = UnityEngine.Random.Range(0, 2);
            if (shift == 0)
            {
                shift = -1;
            }
            currentShiftDistance = 0;
        }
Пример #3
0
 void Start()
 {
     // Set up the references.
     multi  = SceneManager.getMulti();
     player = GameObject.FindGameObjectsWithTag("Player")[0].transform;
     if (multi == true)
     {
         player2 = GameObject.FindGameObjectsWithTag("Player")[1].transform;
     }
     torchLight = player.GetComponent <LightFuel>();
     anim       = GetComponent <Animator>();
     nav        = GetComponent <NavMeshAgent>();
 }
Пример #4
0
        void Start()
        {
            // Set up the references.
            source     = GetComponent <AudioSource>();
            player     = GameObject.FindGameObjectsWithTag("Player")[0].transform;
            torchLight = GameObject.FindGameObjectWithTag("Spirit").GetComponent <LightFuel>();
            animator   = GetComponent <Animator>();
            nav        = GetComponent <NavMeshAgent>();

            playerHealth        = player.GetComponent <HealthManager>();
            currentAttackDamage = baseAttackDamage;
            playerInRange       = false;
            timer = timeBetweenAttacks;


            // Set hurt and death reactions
            var health = GetComponent <HealthManager>();

            health.setHurtCallback(() =>
            {
                animator.SetTrigger("hurt");
                if (hurtSound != null)
                {
                    source.PlayOneShot(hurtSound);
                }
            });
            health.setDeathCallback(() =>
            {
                animator.SetTrigger("death");
                if (deathSound != null)
                {
                    source.PlayOneShot(deathSound);
                }
                if (em != null)
                {
                    em.CountDeath();
                }
                Destroy(gameObject, 1.5f);
            });
            if (GeneralData.multiplayer)
            {
                multiplayer   = true;
                player2       = GameObject.FindGameObjectsWithTag("Player")[1].transform;
                playerHealth2 = player2.GetComponent <HealthManager>();
            }
        }
Пример #5
0
        void Start()
        {
            // Set up the references.
            source     = GetComponent <AudioSource>();
            player     = GameObject.FindGameObjectWithTag("Player").transform;
            torchLight = GameObject.FindGameObjectWithTag("Spirit").GetComponent <LightFuel>();
            animator   = GetComponent <Animator>();
            animator.SetBool("walk", true);
            nav           = GetComponent <NavMeshAgent>();
            moveCancelled = false;
            GetComponent <SphereCollider>().radius = range;

            // Set hurt and death reactions
            var health = GetComponent <HealthManager>();

            health.setHurtCallback(() =>
            {
                animator.SetTrigger("hurt");
                if (hurtSound != null)
                {
                    source.PlayOneShot(hurtSound);
                }
            });
            health.setDeathCallback(() =>
            {
                animator.SetTrigger("death");
                if (deathSound != null)
                {
                    source.PlayOneShot(deathSound);
                }
                em.CountDeath();
                Destroy(gameObject, 1.5f);
            });

            currentAction       = this.FindTargets;
            currentFledDistance = 0;
        }