/*public void SpawnEndPortal() * { * endPortalEnemy = SpawnEnemy(endPortalPrefab, map.CenterPosition).GetComponentInChildren<EndPortal>(); * if (OnEndPortalSpawned != null) * OnEndPortalSpawned(); * }*/ public GameObject SpawnEnemy(GameObject prefab, Vector3 pos) { GameObject o = Instantiate(prefab); o.transform.SetParent(transform); if (Random.value < 0.5f) { o.transform.position = new Vector3(Random.Range(0, 10), Map.size + 4); } else { o.transform.position = new Vector3(Random.Range(0, 10), -4); } Enemy e = o.GetComponentInChildren <Enemy> (); InitEnemy(e, pos); EnemyHealthBar healthBar = enemyHealthBarPool.GetPooledObject().GetComponent <EnemyHealthBar>(); healthBar.Init(e); healthBar.GetComponent <UIFollow> ().Init(o.transform); healthBar.player = player; return(o); }
// Start is called before the first frame update void Start() { DefendDefense = 0; EnemyDefendDefense = 0; EnemyBarFill = EnemyHealthBar.GetComponent <Image>(); PlayerBarFill = PlayerHealthBar.GetComponent <Image>(); EnemySignatureCharges = Random.Range(1, 2); State = States.Idle; PlayerTurn = true; playerDefense = PlayerPrefs.GetFloat("_Defense"); Abilities[0] = PlayerPrefs.GetInt("Ability_1"); Abilities[1] = PlayerPrefs.GetInt("Ability_2"); Abilities[2] = PlayerPrefs.GetInt("Ability_3"); Abilities[3] = PlayerPrefs.GetInt("Ability_4"); if (Abilities[1] == 0) { Abilities[1] = 1; } if (Abilities[2] == 0) { Abilities[2] = 2; } if (Abilities[3] == 0) { Abilities[3] = 3; } PlayerAbilities[0] = AbilityList.Abilities[Abilities[0]]; PlayerAbilities[1] = AbilityList.Abilities[Abilities[1]]; PlayerAbilities[2] = AbilityList.Abilities[Abilities[2]]; PlayerAbilities[3] = AbilityList.Abilities[Abilities[3]]; _Ability1.GetComponentInChildren <TextMeshProUGUI>().text = PlayerAbilities[0].ButtonText; _Ability1.GetComponentInChildren <TextMeshProUGUI>().color = PlayerAbilities[0].ButtonTextColor; _Ability2.GetComponentInChildren <TextMeshProUGUI>().text = PlayerAbilities[1].ButtonText; _Ability2.GetComponentInChildren <TextMeshProUGUI>().color = PlayerAbilities[1].ButtonTextColor; _Ability3.GetComponentInChildren <TextMeshProUGUI>().text = PlayerAbilities[2].ButtonText; _Ability3.GetComponentInChildren <TextMeshProUGUI>().color = PlayerAbilities[2].ButtonTextColor; _Ability4.GetComponentInChildren <TextMeshProUGUI>().text = PlayerAbilities[3].ButtonText; _Ability4.GetComponentInChildren <TextMeshProUGUI>().color = PlayerAbilities[3].ButtonTextColor; int i = Random.Range(0, EnemyList.EnemyList.Length); StartingEnemy = EnemyList.EnemyList[i]; EnemyTitle.GetComponent <TextMeshProUGUI>().text = StartingEnemy.Name; EnemyTitle.GetComponent <TextMeshProUGUI>().color = StartingEnemy.NameColor; _Enemy.GetComponent <Animator>().runtimeAnimatorController = StartingEnemy.DefaultAnimation; DefaultEnemyAnimation = StartingEnemy.DefaultAnimation; EnemyAbilities[0] = StartingEnemy.BasicAttack; EnemyAbilities[1] = StartingEnemy.DefenseAbility; EnemyAbilities[2] = StartingEnemy.UtilityAbility; EnemyAbilities[3] = StartingEnemy.SignatureAbility; }
public GameObject SpawnEnemyForcePosition(GameObject prefab, Vector3 pos) { //print (pos); GameObject o = Instantiate(prefab); o.transform.SetParent(transform); o.transform.position = pos; Enemy e = o.GetComponentInChildren <Enemy> (); e.spawnMethod = Enemy.SpawnMethod.None; // no spawn animation InitEnemy(e, pos); EnemyHealthBar healthBar = enemyHealthBarPool.GetPooledObject().GetComponent <EnemyHealthBar>(); healthBar.Init(e); healthBar.GetComponent <UIFollow> ().Init(o.transform); healthBar.player = player; return(o); }
public void SetValue(float value) { lifebar.GetComponent <Graphics.Sprite>().rect[1] = new Rectangle(lifebar.size, 0, (int)(lifebar.size * value), 1); }
void DecideEnemyAction() { if (EnemyHealthBar.GetComponent <Image>().fillAmount > .5) { if (Random.Range(0, 100) > 75) { EnemyDecidedAttack = 1; _EnemyParent.GetComponent <Animator>().runtimeAnimatorController = StartingEnemy.DefenseAbility.Animator; CombatDialogue.GetComponent <TextMeshProUGUI>().text = StartingEnemy.DefenseAbility.CombatText; EnemyDefendDefense = 0.1f; if (StartingEnemy.DefenseAbility.Healing > 0) { _EnemyParent.SendMessage("Heal", StartingEnemy.DefenseAbility.Healing); } PlayerTurn = true; State = States.Idle; return; } else { EnemyDecidedAttack = 0; _EnemyParent.GetComponent <Animator>().runtimeAnimatorController = StartingEnemy.BasicAttack.Animator; CombatDialogue.GetComponent <TextMeshProUGUI>().text = StartingEnemy.BasicAttack.CombatText; State = States.Idle; PlayerTurn = true; return; } } if (EnemyHealthBar.GetComponent <Image>().fillAmount < .5) { if (EnemySignatureCharges > 0) { EnemyDecidedAttack = 3; EnemySignatureCharges--; _EnemyParent.GetComponent <Animator>().runtimeAnimatorController = StartingEnemy.SignatureAbility.Animator; CombatDialogue.GetComponent <TextMeshProUGUI>().text = StartingEnemy.SignatureAbility.CombatText; if (StartingEnemy.SignatureAbility.Healing > 0) { _EnemyParent.SendMessage("Heal", StartingEnemy.SignatureAbility.Healing); } PlayerTurn = true; State = States.Idle; return; } if (EnemySignatureCharges <= 0) { if (Random.Range(0, 100) > 70) { EnemyDecidedAttack = 2; _EnemyParent.GetComponent <Animator>().runtimeAnimatorController = StartingEnemy.UtilityAbility.Animator; CombatDialogue.GetComponent <TextMeshProUGUI>().text = StartingEnemy.UtilityAbility.CombatText; PlayerTurn = true; State = States.Idle; return; } else { EnemyDecidedAttack = 0; _EnemyParent.GetComponent <Animator>().runtimeAnimatorController = StartingEnemy.BasicAttack.Animator; CombatDialogue.GetComponent <TextMeshProUGUI>().text = StartingEnemy.BasicAttack.CombatText; State = States.Idle; PlayerTurn = true; return; } } } }