private void Start() { enemyChase = GetComponent <EnemyChase>(); agent = GetComponent <NavMeshAgent>(); Wander(); }
void Awake() { patrolBehaviour = GetComponent <EnemyPatrol>(); chaseBehaviour = GetComponent <EnemyChase>(); // Turn off the chase behaviour to start with chaseBehaviour.enabled = false; }
// Start is called before the first frame update void Start() { currentHealth = maxHealth; navmesh = GetComponent <NavMeshAgent>(); fireBack.SetActive(false); fireFront.SetActive(false); enemyChase = FindObjectOfType <EnemyChase>(); }
// awake is called when the script loads void Awake() { //get the behaviours so we can turn them off and on patrolBehaviour = GetComponent <EnemyPatrol>(); chaseBehaviour = GetComponent <EnemyChase>(); // Turn off the chase behaviour to start with chaseBehaviour.enabled = false; }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Enemy") { GameObject enemy = GameObject.Find(collision.gameObject.name); EnemyChase script = enemy.GetComponent <EnemyChase>(); script.immobile = true; Destroy(gameObject); } }
// ------------------------------------------------ // Awake is called when the script is loaded // ------------------------------------------------ void Awake() { // Get the EnemyPatrol that we'll be using for AI patrolBehaviour = GetComponent <EnemyPatrol>(); // Get the EnemyPatrol that we'll be using for AI chaseBehaviour = GetComponent <EnemyChase>(); // Turn off the chase behaviour to start with: chaseBehaviour.enabled = false; }
public void AddEnemyComponent <T>() { if (typeof(T) == typeof(EnemyPatrol)) { enemyPatrol = GetComponent <EnemyPatrol> (); } else if (typeof(T) == typeof(EnemyChase)) { enemyChase = GetComponent <EnemyChase> (); } else if (typeof(T) == typeof(EnemyManipulate)) { enemyManipulate = GetComponent <EnemyManipulate> (); } }
public void RemoveEnemyComponent <T>() { if (typeof(T) == typeof(EnemyPatrol)) { enemyPatrol = null; } else if (typeof(T) == typeof(EnemyChase)) { enemyChase = null; } else if (typeof(T) == typeof(EnemyManipulate)) { enemyManipulate = null; } }
private void Start() { _target = PlayerCharacter.Active.transform; EnemyWait enemyWait = new EnemyWait(this, _waitTimeOnTargetLost); EnemyChase enemyChase = new EnemyChase(this, _target); EnemyPatrol enemyPatrol = new EnemyPatrol(this, _includeObstaclesOnPatrol, enemyWait); // Переходы из состояния патрулирования. enemyPatrol.AddTransition(EnemyStateKey.PlayerInSight, enemyChase); // Переходы из состояния преследования цели. enemyChase.AddTransition(EnemyStateKey.PlayerOffSight, enemyWait); // Переходы из состояния ожидания. enemyWait.AddTransition(EnemyStateKey.PlayerInSight, enemyChase); enemyWait.AddTransition(EnemyStateKey.WaitComplete, enemyPatrol); _stateMachine = new StateMachine <EnemyStateKey>(enemyWait); }
// Update is called once per frame void OnTriggerEnter2D(Collider2D collision) { EnemyHealth enemyHealth = collision.GetComponent <EnemyHealth>(); EnemyChase enemyChase = collision.GetComponent <EnemyChase>(); if (enemyHealth != null && enemyHealth.isDead) { return; } if (enemyHealth != null) { float s = enemyChase.speed; enemyChase.speed = s - (s / 3); /* while(enemyChase.speed < s){ * enemyChase.speed+=1; * }*/ // enemyHealth.damageEnemy(damage); Destroy(gameObject); //enemyChase.speed=s; } }
public override void _Ready() { _collision_layer = 2; ((Area)FindNode("MeleAttackArea")).SetCollisionMaskBit(1, true); // monitor only player var state_spawn = new OneShotAnim("spawn"); var state_chase = new EnemyChase(); var state_idle = new EnemyIdle(); var state_telegraph = new EnemyTelegraph(); var state_attack = new EnemyAttack(); var tr_spawn_finished = new FromOneShotAnim(state_idle, "spawn"); var tr_to_chase = new EnemyToChase(state_chase); var tr_to_idle = new EnemyToIdle(state_idle); var tr_start_telegraph = new EnemyStartTelegraph(state_telegraph); var tr_telegraph_finished = new FromOneShotAnim(state_attack, "telegraph"); var tr_telegraph_interrupt = new EnemyInterruptTelegraph(state_idle); var tr_attack_finished = new FromOneShotAnim(state_idle, "attack"); state_spawn.AddTransition(tr_spawn_finished); state_chase.AddTransition(tr_to_idle); state_chase.AddTransition(tr_start_telegraph); state_idle.AddTransition(tr_to_chase); state_idle.AddTransition(tr_start_telegraph); state_telegraph.AddTransition(tr_telegraph_finished); state_telegraph.AddTransition(tr_telegraph_interrupt); state_attack.AddTransition(tr_attack_finished); _fsm = new FSM(this, state_spawn); _fsm.AddTransition(new EnemyDie(new EnemyDead())); // temp Attributes.RunSpeed = 10; Attributes.MaxHealth = Attributes.Health = 20; Attributes.Damage = 10; Attributes.CritChance = 0.1f; }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); enemy = gameObject.GetComponentInParent <EnemyChase>(); }
// Use this for initialization void Start() { enemyChase = gameObject.GetComponentInParent<EnemyChase>(); }
// Update is called once per frame void Update() { timer += Time.deltaTime; int min = (int)timer / 60; int sec = (int)timer % 60; string nil = ""; if (sec < 10) { nil = "0"; } Timer.text = min + ":" + nil + sec; if (gemsDelivered == maxGems) { SceneManager.LoadScene("EndMenu"); } if (null == player) { var tmp = GameObject.FindGameObjectWithTag("Player"); if (null != tmp) { player = tmp.GetComponent <PlayerController> (); playerHealth = player.Health; playerAxes = player.AxeCount; } } var enemies = FindObjectsOfType <EnemyChase> (); float leastDist = 100f; EnemyChase closest = null; for (var i = 0; i < enemies.Length; i++) { var enemy = enemies [i]; enemy.canShout = false; float distToPLayer = Vector3.Distance(enemy.transform.position, player.transform.position); if (i == 0) { leastDist = distToPLayer; closest = enemy; } else { if (distToPLayer <= leastDist) { leastDist = distToPLayer; closest = enemy; } } } if (null != closest) { closest.canShout = true; } if (Input.GetKeyDown(KeyCode.P) || Input.GetKeyDown(KeyCode.Escape)) { isPaused = !isPaused; } if (isPaused) { Time.timeScale = 0; if (Input.GetKeyDown(KeyCode.Q)) { SceneManager.LoadScene("MainMenu"); } } else { Time.timeScale = 1; } Cursor.lockState = isPaused ? CursorLockMode.None : CursorLockMode.Locked; Cursor.visible = isPaused ? true : false; }
// Use this for initialization void Start() { enemyChase = gameObject.GetComponentInParent <EnemyChase>(); }
// Update is called once per frame void Update() { playersResources = FindObjectOfType <CollectingResources>(); if (playersResources.playersNotoriety >= playersResources.playersMaxNotoriety / 100 * 25 && playersResources.playersNotoriety <= playersResources.playersMaxNotoriety / 100 * 49) { if (releaseTheEnemies == false) { for (int i = 0; i < 2; i++) { GameObject newEnemy = Instantiate(EnemyLVL1, spawnPoints[i].position, Quaternion.identity); EnemyChase enemyChase = newEnemy.GetComponent <EnemyChase>(); enemyChase.isPatrolling = false; Transform player = GameObject.FindGameObjectWithTag("Player").transform; enemyChase.shipTarget = player; } releaseTheEnemies = true; } } if (playersResources.playersNotoriety >= playersResources.playersMaxNotoriety / 100 * 50 && playersResources.playersNotoriety <= playersResources.playersMaxNotoriety / 100 * 74) { if (releaseTheEnemiesAgain == false) { for (int i = 0; i < 4; i++) { GameObject newEnemy = Instantiate(EnemyLVL2, spawnPoints[i].position, Quaternion.identity); EnemyChase enemyChase = newEnemy.GetComponent <EnemyChase>(); enemyChase.isPatrolling = false; Transform player = GameObject.FindGameObjectWithTag("Player").transform; enemyChase.shipTarget = player; } releaseTheEnemiesAgain = true; } } if (playersResources.playersNotoriety >= playersResources.playersMaxNotoriety / 100 * 75 && playersResources.playersNotoriety <= playersResources.playersMaxNotoriety / 100 * 99) { if (releaseTheEnemiesAgainAgain == false) { for (int i = 0; i < 4; i++) { GameObject newEnemy = Instantiate(EnemyLVL3, spawnPoints[i].position, Quaternion.identity); EnemyChase enemyChase = newEnemy.GetComponent <EnemyChase>(); enemyChase.isPatrolling = false; Transform player = GameObject.FindGameObjectWithTag("Player").transform; enemyChase.shipTarget = player; } releaseTheEnemiesAgainAgain = true; } } if (playersResources.playersNotoriety >= playersResources.playersMaxNotoriety) { if (releaseTheEnemiesAgainAgainAgain == false) { for (int i = 0; i < 3; i++) { GameObject newEnemy = Instantiate(EnemyLVL4, spawnPoints[i].position, Quaternion.identity); EnemyChase enemyChase = newEnemy.GetComponent <EnemyChase>(); enemyChase.isPatrolling = false; Transform player = GameObject.FindGameObjectWithTag("Player").transform; enemyChase.shipTarget = player; } for (int i = 0; i < 1; i++) { GameObject newEnemy = Instantiate(Boss, spawnPoints[i].position, spawnPoints[i].rotation); EnemyChase enemyChase = newEnemy.GetComponent <EnemyChase>(); enemyChase.isPatrolling = false; Transform player = GameObject.FindGameObjectWithTag("Player").transform; enemyChase.shipTarget = player; floor.GetComponent <MeshRenderer>().enabled = false; audioSource.clip = bossSong; audioSource.Play(); } releaseTheEnemiesAgainAgainAgain = true; } } }
// Use this for initialization void Start() { currentHealth = Health; rigid_body = GetComponentInParent <Rigidbody>(); chase = gameObject.GetComponentInParent <EnemyChase>(); }
//public GameObject Player; // Use this for initialization void Start() { enemyChase = GetComponent <EnemyChase>(); // Get the enemyChase script. }
private void GrabMovementScripts() { _paceScript = GetComponent<EnemyPace>(); _chaseScript = GetComponent<EnemyChase>(); }
// Use this for initialization void Start() { currentHealth = Health; rigid_body = GetComponentInParent<Rigidbody>(); chase = gameObject.GetComponentInParent<EnemyChase>(); }
void Start() { am = FindObjectOfType <AudioManager>(); ec = GetComponentInParent <EnemyChase>(); }
private void Start() { enemyMovement = GetComponent <EnemyChase>(); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); enemy = gameObject.GetComponentInParent<EnemyChase>(); }