private void Start() { blackboard = GetComponent <ChargingEnemyBlackboard>(); enemyAgressiveFSM = GetComponent <ChargingEnemyAggressiveFSM>(); timer = 0; }
public IEnumerator WaveProducer() { for (int i = 0; i < bossWaves[currentWave].enemies.Length; i++) { int randomPipe = Random.Range(0, pipePositions.Length); GameObject go = Instantiate(bossWaves[currentWave].enemies[i], pipePositions[randomPipe].transform.position, Quaternion.identity); ChargingEnemyBlackboard chargingEnemyBlackboard = go.GetComponent <ChargingEnemyBlackboard>(); ThrowHandsEnemyBlackboard throwHandsEnemyBlackboard = go.GetComponent <ThrowHandsEnemyBlackboard>(); if (chargingEnemyBlackboard) { chargingEnemyBlackboard.detectionDistanceOnSight = 50; chargingEnemyBlackboard.detectionDistanceOffSight = 50; chargingEnemyBlackboard.playerOutOfRangeDistance = 100; } if (throwHandsEnemyBlackboard) { throwHandsEnemyBlackboard.detectionDistanceOnSight = 50; throwHandsEnemyBlackboard.detectionDistanceOffSight = 50; throwHandsEnemyBlackboard.playerOutOfRangeDistance = 100; } if (i < bossWaves[currentWave].enemies.Length - 1) { yield return(new WaitForSeconds(bossWaves[currentWave].interval)); } } yield return(new WaitForSeconds(bossWaves[currentWave].duration)); currentWave++; antagonistBossFSM.ChangeState(AntagonistBossFSM.States.FALLING); }
private void Start() { blackboard = GetComponent <ChargingEnemyBlackboard>(); wanderPlusAvoid = GetComponent <WanderPlusAvoid>(); arrivePlusAvoid = GetComponent <ArrivePlusAvoid>(); timer = 0; }
private void Start() { blackboard = GetComponent <ChargingEnemyBlackboard>(); wanderPlusAvoid = GetComponent <WanderPlusAvoid>(); seek = GetComponent <Seek>(); enemyPassiveFsm = GetComponent <ChargingEnemyPassiveFSM>(); enemyCol = GetComponent <CapsuleCollider>(); }
public IEnumerator WaveProducer() { waveScene.PlayCrowdSound(); waveScene.CheersSound(); yield return(new WaitForSeconds(1.0f)); activate = true; for (int i = 0; i < waves[currentWave].enemies.Length; i++) { int randomPipe = Random.Range(0, pipePositions.Length); if (randomPipe == 0) { waveScene.playLeftConfetti(); } else { waveScene.playRightConfetti(); } GameObject go = Instantiate(waves[currentWave].enemies[i], pipePositions[randomPipe].transform.position, Quaternion.identity); EnemyBlackboard blackboard = go.GetComponent <EnemyBlackboard>(); ChargingEnemyBlackboard chargingEnemyBlackboard = go.GetComponent <ChargingEnemyBlackboard>(); ThrowHandsEnemyBlackboard throwHandsEnemyBlackboard = go.GetComponent <ThrowHandsEnemyBlackboard>(); currentEnemies.Add(blackboard); if (chargingEnemyBlackboard) { chargingEnemyBlackboard.detectionDistanceOnSight = 50; chargingEnemyBlackboard.detectionDistanceOffSight = 50; chargingEnemyBlackboard.playerOutOfRangeDistance = 100; chargingEnemyBlackboard.PipeSpawnSound(); } if (throwHandsEnemyBlackboard) { throwHandsEnemyBlackboard.detectionDistanceOnSight = 50; throwHandsEnemyBlackboard.detectionDistanceOffSight = 50; throwHandsEnemyBlackboard.playerOutOfRangeDistance = 100; throwHandsEnemyBlackboard.PipeSpawnSound(); } if (i < waves[currentWave].enemies.Length - 1) { yield return(new WaitForSeconds(waves[currentWave].interval)); } } currentWave++; }
private void Start() { blackboard = GetComponent <ChargingEnemyBlackboard>(); enemyStunFSM = GetComponent <ChargingEnemyStunFSM>(); rigidBody = GetComponent <Rigidbody>(); }
public void Spawn() { currentBlackboard = Instantiate(spawnedObject, transform.position, transform.rotation).GetComponent <ChargingEnemyBlackboard>(); }
private void Start() { blackboard = GetComponent <ChargingEnemyBlackboard>(); enemyHitFSM = GetComponent <ChargingEnemyHitFSM>(); }