void Start() { agent = this.GetComponent <NavMeshAgent>(); agent.speed = speed; if (team1) { //Creating a list of path points pathPoints = GameObject.FindGameObjectsWithTag("Player1MobPoint"); pathPoints = pathPoints.OrderBy(point => Vector3.Distance(this.transform.position, point.transform.position)).ToArray(); //Set Values armoury = GameObject.FindGameObjectWithTag("Armoury").GetComponent <Armoury>(); damage = armoury.GetRangedDMG(); hp = armoury.GetRangedHP(); targetLogic.SetDMG(damage); targetLogic.SetTeam(team1); } else { pathPoints = GameObject.FindGameObjectsWithTag("Castle"); pathPoints = pathPoints.OrderBy(point => Vector3.Distance(this.transform.position, point.transform.position)).ToArray(); currentPoint = 1; enemyManager = GameObject.FindGameObjectWithTag("EnemyManager").GetComponent <EnemyManager>(); damage = enemyManager.GetRangedDamage(); hp = enemyManager.GetRangedHP(); targetLogic.SetDMG(damage); } //Setting UI dmgTXT.text = damage.ToString(); hpTXT.text = hp.ToString(); }
void Awake() { armoury = gameObject.GetComponent <Armoury> (); playerIndex = gameObject.GetComponent <PlayerIndex> (); roster = gameObject.GetComponent <Roster> (); sceneLoader = gameObject.GetComponent <SceneLoader> (); scoreboard = gameObject.GetComponent <Scoreboard> (); soundPlayer = gameObject.GetComponent <SoundPlayer> (); }
public CollectableGun(SceneManager mSceneMgr, Gun gun, Armoury playerArmoury) { // Initialize here the mSceneMgr, the gun and the playerArmoury fields to the values passed as parameters // Initialize the gameNode here, scale it by 1.5f using the Scale funtion, and add as its child the gameNode contained in the Gun object. // Finally attach the gameNode to the sceneGraph. // Here goes the link to the physics engine // (ignore until week 8) ... }
void Upgrade() { Armoury script = armoury.GetComponent <Armoury>(); if (isMelee && upgradeDMG && melee_DMG_price < resources.GetGold()) { resources.RemoveGold(melee_DMG_price); script.AddMeleeDMG(5); melee_DMG_price += 5; upgradeTXT.text = melee_DMG_price.ToString(); } else if (!isMelee && upgradeDMG && ranged_DMG_price < resources.GetGold()) { resources.RemoveGold(ranged_DMG_price); script.AddRangedDMG(5); ranged_DMG_price += 5; upgradeTXT.text = ranged_DMG_price.ToString(); } else if (isMelee && !upgradeDMG && melee_HP_price < resources.GetGold()) { resources.RemoveGold(melee_HP_price); script.AddMeleeHP(5); melee_HP_price += 5; upgradeTXT.text = melee_HP_price.ToString(); } else if (!isMelee && !upgradeDMG && ranged_HP_price < resources.GetGold()) { resources.RemoveGold(ranged_HP_price); script.AddRangedHP(5); ranged_HP_price += 5; upgradeTXT.text = ranged_HP_price.ToString(); } print("unit upgraded"); }