public void Start()
     {

          //animator = GetComponent<Animator>();
          player = FindObjectOfType<Player>();
          moveController = GetComponent<EnemyMoveController>();
          health = GetComponent<Health>();
          isInvincible = false;
          isAgro = false;
          sprRend = GetComponent<SpriteRenderer>();
          maxVelocity = 1;
          currentVelocity = 0;

          left = new Vector3(-0.3f, 0, 0);
          right = new Vector3(0.3f, 0, 0);
          up = new Vector3(0, 0.3f, 0);
          down = new Vector3(0, -0.3f, 0);
          west = new Quaternion(0, 0, 90, 0);
          east = new Quaternion(0, 0, -90, 0);
          north = new Quaternion(0, 0, 0, 0);
          south = new Quaternion(0, 0, 180, 0);

          shield = Instantiate(shieldObj, transform.position, transform.rotation) as GameObject;

     }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        if (EnemyMoveController.IsMoving())
        {
            animator.SetBool("IsMove", true);
        }
        else
        {
            animator.SetBool("IsMove", false);
        }

        IEnemyStateActivity currentActivity;

        if (StatesDic.TryGetValue(state, out currentActivity))
        {
            currentActivity.StateActivity();
        }
        else
        {
            throw new Exception($"Enemy {this.gameObject.name} have no activity {EnemyStates.StatesNames.First(_ => _.Key == state).Value}");
        }

        // only develop version
        ChangeStateTo(state);
    }
 public void Start()
 {
      momo = true;
      moveController = GetComponent<EnemyMoveController>();
      t = 1.5;
      bite = false;
      initialPos = transform.position;
 }
示例#4
0
 // Use this for initialization
 void Start()
 {
     // Default to the players position
     if (targetPosition == null)
     {
         targetPosition = FindObjectOfType <Player>().GetComponent <Transform>();
     }
     targetCoords   = targetPosition.transform.position;
     moveController = GetComponent <EnemyMoveController>();
 }
示例#5
0
 // Use this for initialization
 void Start()
 {
     currentHealth      = maxHealth;
     invincibilityTime  = 0.3f;
     invincibilityTimer = invincibilityTime;
     isInvincible       = false;
     rb             = GetComponent <Rigidbody2D>();
     shake          = FindObjectOfType <CameraShaking>();
     movecontroller = GetComponent <EnemyMoveController>();
     sr             = GetComponent <SpriteRenderer>();
 }
示例#6
0
    // For most foremost operations
    void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
        else if (instance != this)
        {
            Destroy(gameObject);
        }

        //DontDestroyOnLoad(gameObject);
    }
示例#7
0
 // Start is called before the first frame update
 void Start()
 {
     thisEnemyShoot = this.gameObject.GetComponent <EnemyShoot>();
     if (type == "Boss")
     {
         enemyAnimator = this.gameObject.transform.GetChild(0).GetComponent <Animator>();
     }
     else
     {
         enemyAnimator = this.gameObject.GetComponent <Animator>();
     }
     thisMoveController = this.gameObject.GetComponent <EnemyMoveController>();
     enemyColliders     = this.gameObject.GetComponents(typeof(Collider2D));
     player             = GameObject.Find("Player").GetComponent <PlayerData>();
     isDead             = false;
 }
示例#8
0
    public void ChangeStateTo(EnemyStates.State state)
    {
        IEnemyStateActivity currentActivity;

        if (StatesDic.TryGetValue(state, out currentActivity))
        {
            // Prepare state to be used
            if (this.state != state)
            {
                currentActivity.PreStartActivity();
            }
        }
        else
        {
            throw new Exception($"Enemy {this.gameObject.name} have no activity {EnemyStates.StatesNames.First(_ => _.Key == state).Value}");
        }

        this.state = state;
        EnemyMoveController.ChangeStateTo(state);
    }
示例#9
0
 void Start()
 {
     enemyMove = new EnemyMoveController(transform, enemyBlack.Speed, true, enemyBlack.SideMoveInterval, enemyBlack.MoveInterval);
 }
示例#10
0
     public void Start()
     {
          //animator = GetComponent<Animator>();
          player = FindObjectOfType<Player>();
          moveController = GetComponent<EnemyMoveController>();
          health = GetComponent<Health>();

          isInvincible = true;
          bite_CD = 6;
          spawn_CD = 5;
          acid_CD = 8;
          fireBall_CD = 6;
          fireTrail_CD = 10;
          iceBall_CD = 6;
          iceTrail_CD = 10;
          laser_CD = 13;
          cooldown_CD = 0.8f;
          biteTime = 0;
          count = 1;

          distance = new Vector2(0, 0);
          speed = new Vector2(0, 0);
          isAgro = false;

     }
 // Use this for initialization
 void Start()
 {
     enemyAI        = GetComponent <EnemyAI>();
     anim           = GetComponent <Animator>();
     moveController = GetComponent <EnemyMoveController>();
 }
示例#12
0
 private void GetReferences()
 {
     moveController = GetComponent <EnemyMoveController>();
     trans_obj      = GetComponent <Transform>();
 }
示例#13
0
 private void Awake()
 {
     MoveController     = GetComponent <EnemyMoveController>();
     SelfMovingAnimator = GetComponent <SelfMovingAnimator>();
 }
 // Use this for initialization
 void Start()
 {
      moveController = GetComponent<EnemyMoveController>();
      animator = GetComponent<Animator>();
 }
示例#15
0
 private void GetReferences()
 {
     _moveController = GetComponent <EnemyMoveController>();
 }
示例#16
0
 void Start()
 {
     enemyMove = new EnemyMoveController(transform, enemyRed.Speed, false);
 }
     public void Start()
     {

          //animator = GetComponent<Animator>();
          player = FindObjectOfType<Player>();
          moveController = GetComponent<EnemyMoveController>();
          health = GetComponent<Health>();
          isInvincible = false;

          posArr = new Vector2[9];
          posArr[0] = pos1.transform.position;
          posArr[1] = pos2.transform.position;
          posArr[2] = pos3.transform.position;
          posArr[3] = pos4.transform.position;
          posArr[4] = pos5.transform.position;
          posArr[5] = pos6.transform.position;
          posArr[6] = pos7.transform.position;
          posArr[7] = pos8.transform.position;
          posArr[8] = pos9.transform.position;

          rotArr = new Vector2[9];
          rotArr[0] = new Vector2(0, -1);
          rotArr[1] = new Vector2(1, 0);
          rotArr[2] = new Vector2(0, 1);
          rotArr[3] = new Vector2(-1, 0);
          rotArr[4] = new Vector2(1, -1);
          rotArr[5] = new Vector2(1, 1);
          rotArr[6] = new Vector2(-1, 1);
          rotArr[7] = new Vector2(-1, -1);
          rotArr[8] = new Vector2(0, -1);

          shot_CD = 6;
          overload_CD = 6;
          spark_CD = 2;
          thunder_CD = 12;
          cooldown_CD = 1.5;
          bolt_CD = 6;
          lightning_CD = 10;
          storm_CD = 1;

          overload_Range = 0.5;
          bolt_Stun = 1.5f;
          hook_Speed = 8;
          knockback = 2;
          speedBoost = 2;
          cd_Reduction = 0;

          distance = new Vector2(0, 0);
          speed = new Vector2(0, 0);
          isAgro = false;
          norm_CD = 1.5;

     }
 void Awake()
 {
     moveController = GetComponent <EnemyMoveController>();
     hud            = GetComponentInChildren <HUDController>();
     renderer       = GetComponentInChildren <Renderer>();
 }