示例#1
0
 private void Start()
 {
     if (isEnemy)
     {
         LevelManager.instance.RegisterEnemy();
     }
     deathScript = GetComponent <DeathSystem>();
 }
 // Use this for initialization
 void Start()
 {
     MenuCanvas  = GameObject.Find("CanvasMenu");
     BlocageCube = GameObject.Find("BlocageCube");
     DS          = GameObject.Find("Player").GetComponent <DeathSystem>();
     MenuCanvas.SetActive(false);
     //OCB = GameObject.Find ("ScriptManager").GetComponent<OpenCloseBook> ();
 }
示例#3
0
    void Start()
    {
        DeathSystem targetDeath = target.gameObject.GetComponent <DeathSystem>();

        if (targetDeath != null)
        {
            targetDeath.RegisterDeathCallback(TargetDeath);
        }
    }
示例#4
0
    private void FindReferences()
    {
        m_ProductDisplayController = FindObjectOfType <ProductDisplayController>();
        m_ClientSpawnSystem        = FindObjectOfType <ClientSpawnSystem>();
        m_ScoreSystem = FindObjectOfType <ScoreSystem>();
        m_DeathSystem = FindObjectOfType <DeathSystem>();

        m_ActorMovementController = GetComponent <ActorMovementController>();
        m_ClientData = GetComponent <ClientData>();
    }
示例#5
0
    // Use this for initialization
    void Start()
    {
        DS = GameObject.Find("Player").GetComponent <DeathSystem> ();

        MainCamera   = GameObject.Find("Main Camera Main");
        Player       = GameObject.Find("Player");
        artefactTuto = GameObject.Find("ArtefactTuto");
        artefactTuto.SetActive(false);
        artefactSurFesses = GameObject.Find("ArtefactOnAss");
        artefactSurUI     = GameObject.Find("artefactNewCanvasChaudFroid");
        DLM = GameObject.Find("SmallItem1").GetComponent <DetectableLocalManager> ();
    }
示例#6
0
    // Use this for initialization
    void Start()
    {
        VBBC = GameObject.Find("BlocageCube").GetComponent <VillageDecouvertBlocageCube> ();
        DLM  = GameObject.Find("Town1").GetComponent <DetectableLocalManager> ();
        SG   = GameObject.Find("Player").GetComponent <SanityGestion>();
        DS   = GameObject.Find("Player").GetComponent <DeathSystem>();

        MainCamera = GameObject.Find("Main Camera Main");
        Player     = GameObject.Find("Player");

        RespawnEnigmeTotem = GameObject.Find("RespawnEnigmeTotem").transform;
    }
示例#7
0
    // Use this for initialization and enforcing singleton
    void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }

        else
        {
            Destroy(gameObject);
        }

        DontDestroyOnLoad(gameObject);
    }
示例#8
0
    private void InitializeEnemyComponents(GameObject enemy)
    {
        Transform spawn = GetRandomSpawner();

        if (spawn != null)
        {
            NavMeshAgent agent = enemy.GetComponent <NavMeshAgent>();
            // disable the nav mesh agent to prevent a bug with the enemy spawning in the wrong location
            if (agent != null)
            {
                agent.enabled = false;
            }

            // set the spawn point
            enemy.transform.position = spawn.position;

            // move the enemy in a radius around the spawn point
            Vector2 radius = Random.insideUnitCircle * 10.0f;
            enemy.transform.Translate(radius.x, 0.0f, radius.y);

            // if the enemy uses a MoveTowardsTarget script, the target needs to be set
            ITargetBasedMovement moveTowards = enemy.GetComponent(typeof(ITargetBasedMovement)) as ITargetBasedMovement;
            if (moveTowards != null)
            {
                moveTowards.target = GameObject.FindGameObjectWithTag("Player").transform;
            }

            // register for death notification
            DeathSystem enemyDeath = enemy.GetComponent <DeathSystem>();
            if (enemyDeath != null)
            {
                enemyDeath.RegisterDeathCallback(EnemyDeathCallback);
            }

            //increment live enemy count
            enemyCount++;

            // re-enable the nav mesh agent
            if (agent != null)
            {
                agent.enabled = true;
            }
        }
    }
示例#9
0
    void BossDied(GameObject bossObject)
    {
        ImportantPeopleDied(bossObject);

        // make player invincible then destroy all the enemies
        player.GetComponent <HealthSystem>().immune = true;

        foreach (GameObject enemy in GameObject.FindGameObjectsWithTag("Enemy"))
        {
            DeathSystem enemyDeath = enemy.GetComponent <DeathSystem>();
            if (enemyDeath != null)
            {
                enemyDeath.KillDelayed(Random.Range(0.5f, 1.5f));
            }
            else
            {
                Destroy(enemy);
            }
        }
    }
示例#10
0
 private void Start()
 {
     _Death = GetComponent <DeathSystem>();
 }
示例#11
0
    protected override void OnCreate()
    {
        inputSystem     = World.GetOrCreateSystem <InputSystem>();
        selectionSystem = World.GetOrCreateSystem <SelectionSystem>();

        lockstepSystemGroup = World.GetOrCreateSystem <LockstepSystemGroup>();
        lockstepSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem <CommandExecutionSystem>());
        lockstepSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem <VolatileCommandSystem>());
        lockstepSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem <CommandableSafetySystem>());

        blockMovementSystem = World.GetOrCreateSystem <BlockMovementSystem>();

        onGroupCheckSystem = World.GetOrCreateSystem <OnGroupCheckSystem>();

        updateReachableHexListSystem = World.GetOrCreateSystem <UpdateReachableHexListSystem>();

        resourceSourceManagerSystem = World.GetOrCreateSystem <ResourceSourceManagerSystem>();
        triggerGatherSystem         = World.GetOrCreateSystem <TriggerGatherSystem>();

        dropPointSystem = World.GetOrCreateSystem <DropPointSystem>();

        triggerUpdateResBufferSystem = World.GetOrCreateSystem <TriggerUpdateResBufferSystem>();
        updateResourceBufferSystem   = World.GetOrCreateSystem <UpdateResourceBufferSystem>();


        updateOcupationMapSystem = World.GetOrCreateSystem <UpdateOcupationMapSystem>();
        updateDestinationSystem  = World.GetOrCreateSystem <UpdateDestinationSystem>();

        sightSystem = World.GetOrCreateSystem <SightSystem>();

        pathRefreshSystem     = World.GetOrCreateSystem <PathRefreshSystem>();
        pathFindingSystem     = World.GetOrCreateSystem <PathFindingSystem>();
        pathChangeIndexSystem = World.GetOrCreateSystem <PathChangeIndexSystem>();

        findPosibleTargetsSystem = World.GetOrCreateSystem <FindPosibleTargetsSystem>();
        findActionTargetSystem   = World.GetOrCreateSystem <FindActionTargetSystem>();

        findMovementTargetSystem = World.GetOrCreateSystem <FindMovementTargetSystem>();
        steeringSystem           = World.GetOrCreateSystem <SteeringSystem>();
        translationSystem        = World.GetOrCreateSystem <TranslationSystem>();
        movementFinisherSystem   = World.GetOrCreateSystem <MovementFinisherSystem>();



        collisionSystem = World.GetOrCreateSystem <CollisionSystem>();
        directionSystem = World.GetOrCreateSystem <DirectionSystem>();


        startActSystem = World.GetOrCreateSystem <StartActSystem>();
        removeReceivingActComponentsSystem = World.GetOrCreateSystem <RemoveReceivingActComponentsSystem>();
        initReceivingActComponentsSystem   = World.GetOrCreateSystem <InitReceivingActComponentsSystem>();
        attackSystem                = World.GetOrCreateSystem <AttackSystem>();
        receiveDamageSystem         = World.GetOrCreateSystem <ReceiveDamageSystem>();
        gatherSystem                = World.GetOrCreateSystem <GatherSystem>();
        extractResourceSystem       = World.GetOrCreateSystem <ExtractResourceSystem>();
        updateGathererAmmountSystem = World.GetOrCreateSystem <UpdateGathererAmmountSystem>();
        endActionSystem             = World.GetOrCreateSystem <EndActionSystem>();


        resourceSystem = World.GetOrCreateSystem <ResourceSystem>();


        deathSystem = World.GetOrCreateSystem <DeathSystem>();
        //simulationSystemGroup = World.GetOrCreateSystem<SimulationSystemGroup>();
        //simulationSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem<PathFindingSystem>());
        //simulationSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem<PathFollowSystem>());

        //lateSimulationSystemGroup = World.GetOrCreateSystem<LateSimulationSystemGroup>();

        //applicationSystemGroup = World.GetOrCreateSystem<ApplicationSystemGroup>();
    }