示例#1
0
    public void Start()
    {
        this.raycastEnemy = GetComponent <RaycastEnemy>();

        this.myTransform = gameObject.transform;

        this.canAttack = GetComponent <EnemyCanAttack>();

        this.enemyStateMachine = GetComponent <EnemyStateMachine>();

        this.enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Move);

        this.target = GameObject.Find("Jumba").transform;

        this.controllerHitSequence = target.GetComponent <ControllerHitSequence>();

        this.interfaceHitCombo = target.GetComponent <InterfaceHitCombo>();

        this.controllerHit = target.GetComponent <ControllerHitPlayer>();

        this.strikeForce = target.GetComponent <StrikeForce>();

        this.enemyLife = GetComponent <EnemyLife>();

        this.characterController = GetComponent <CharacterController>();

        this.enemyAnimation = GetComponent <EnemyAnimator>();
    }
示例#2
0
    public override void CopyValues(ScrObjLibraryEntry other)
    {
        base.CopyValues(other);
        CharacterSkill cs = (CharacterSkill)other;

        icon           = cs.icon;
        description    = cs.description;
        activationType = cs.activationType;

        chance  = cs.chance;
        percent = cs.percent;
        value   = cs.value;
        boost   = new Boost();
        boost.AddBoost(cs.boost);

        includeSelf    = cs.includeSelf;
        range          = cs.range;
        rangeMax       = cs.rangeMax;
        enemyCanAttack = cs.enemyCanAttack;
        weaponReq      = cs.weaponReq;
        terrainReq     = new List <TerrainTile>();
        for (int i = 0; i < cs.terrainReq.Count; i++)
        {
            terrainReq.Add(cs.terrainReq[i]);
        }
    }
示例#3
0
 void Start()
 {
     enemyBehaviour = GetComponent <EnemyStateMachine>();
     enemyCoroutine = GetComponent <EnemyAIBehaviour>();
     if (GetComponent <EnemyCanAttack>())
     {
         enemyCanAttack = GetComponent <EnemyCanAttack>();
     }
 }
示例#4
0
    public override void ResetValues()
    {
        base.ResetValues();
        icon           = null;
        description    = "";
        activationType = SkillActivation.NONE;

        chance  = 0;
        percent = 0;
        value   = 0;
        boost   = new Boost();

        includeSelf    = false;
        range          = 0;
        rangeMax       = 0;
        enemyCanAttack = EnemyCanAttack.BOTH;
        weaponReq      = WeaponType.NONE;
        terrainReq     = new List <TerrainTile>();
    }