// Use this for initialization void Start() { playerStaminaMan = FindObjectOfType <PlayerStaminaManager>(); thePlayer = FindObjectOfType <PlayerController>(); sfxMan = FindObjectOfType <SFXManager>(); shield = FindObjectOfType <ShieldBlock>(); thePS = FindObjectOfType <PlayerStats>(); enemy = FindObjectOfType <EnemyTestScript>(); playerHealth = FindObjectOfType <PlayerHealthManager>(); hurtEnemy = FindObjectOfType <HurtEnemy>(); enemyHealth = FindObjectOfType <EnemyHealthManager>(); playerEngagement = FindObjectOfType <EngagedWithPlayer>(); // enemyStaminaMan = FindObjectOfType<EnemyStaminaManager>(); deathStrike = false; showBlood = false; playerStaminaDrain = false; }
// Use this for initialization void Start() { enemyObject = this.gameObject; enemyScript = enemyObject.GetComponent <EnemyTestScript>(); playerObject = GameObject.Find("Player"); pathfinder = FindObjectOfType <Pathfinding>(); enqueue = false; pathfindingTimer = 0.4f; }
// Use this for initialization void Start() { hurtPlayer = FindObjectOfType <HurtPlayerUpdated>(); playerStaminaMan = FindObjectOfType <PlayerStaminaManager>(); thePlayer = FindObjectOfType <PlayerController>(); sfxMan = FindObjectOfType <SFXManager>(); shield = FindObjectOfType <ShieldBlock>(); thePS = FindObjectOfType <PlayerStats>(); enemyGameObject = this.gameObject.transform.parent.gameObject; enemy = enemyGameObject.GetComponent <EnemyTestScript>(); rangedEnemy = enemyGameObject.GetComponent <BasicRangedEnemy>(); enemyMaster = enemyGameObject.GetComponent <EnemyMasterScript>(); enemyTransform = enemyGameObject.transform; rangedAttack = enemyGameObject.GetComponent <EnemyRangedAttack>(); playerHealth = FindObjectOfType <PlayerHealthManager>(); hurtEnemy = FindObjectOfType <HurtEnemy>(); playerShield = FindObjectOfType <ShieldBlock>(); hitPoint = GameObject.Find("Player").transform; bloodCounter = 10; deathStrike = false; thePlayerDeathStrike = false; playerStaminaDrain = false; faceOff = false; check = 0; beforeRecov = true; enemyAttackCounter = 1f; enemyDamagePossible = false; preAttack = false; recovAttack = false; preAttackCounter = 0.6f; recovAttackCounter = 0.3f; enemyAttackCounter = 0.06f; freezeFrame = 1f; }
// Use this for initialization void Start() { enemyObject = this.gameObject.transform.parent.gameObject; if (enemyObject.tag == "Enemy") { enemyScript = enemyObject.GetComponent <EnemyTestScript>(); enemyType = "BasicEnemy"; } else { enemyRangedScript = enemyObject.GetComponent <BasicRangedEnemy>(); enemyType = "BasicRangedEnemy"; } enemyMaster = enemyObject.GetComponent <EnemyMasterScript>(); enemyCanvasObject = this.gameObject; healthbar.maxValue = enemyHealth.MaxHealth; }
// Use this for initialization void Start() { // dodgeDistanceFloat = 3; enemyD = FindObjectOfType <EnemyDialogue>(); dummyGameObject = GameObject.Find("Dummy Object"); //rayCastHitDodge.size; rayCastDodgeArray = new int[100]; playerObject = GameObject.Find("Player"); playerTransform = playerObject.transform; layerMaskPlayerInt = 1 << 9; layerMaskPlayer = ~layerMaskPlayerInt; layerMaskBoundsInt = 1 << 10; layerMaskBounds = ~layerMaskBoundsInt; layerMaskEnemyInt = 1 << 11; layerMaskEnemy = ~layerMaskEnemyInt; rayDodgeDistance = 4; playerStats = FindObjectOfType <PlayerStats>(); playerShield = FindObjectOfType <ShieldBlock>(); sfxMan = FindObjectOfType <SFXManager>(); theDM = FindObjectOfType <DialogueManager>(); staminaMan = GetComponent <PlayerStaminaManager>(); enemy = FindObjectOfType <EnemyTestScript>(); playerHealth = FindObjectOfType <PlayerHealthManager>(); hurtPlayer = FindObjectOfType <HurtPlayerUpdated>(); hurtEnemy = FindObjectOfType <HurtEnemy>(); globalData = FindObjectOfType <GlobalDataScript>(); playerBoundBoxObject = GameObject.Find("Bounds"); enemyTargetObject = this.gameObject; dmObject = GameObject.Find("Dialogue Manager"); theDM = dmObject.GetComponent <DialogueManager>(); terrainManager = FindObjectOfType <TerrainManager>(); damagePossible = false; attackPossible = true; dashPossible = true; anim = GetComponent <Animator>(); myRigidbody = GetComponent <Rigidbody2D>(); if (!playerExists) { playerExists = true; //DontDestroyOnLoad(transform.gameObject); } else { //Destroy(gameObject); } canMove = true; lastMove = new Vector2(globalData.globalPlayerLastMoveX, globalData.globalPlayerLastMoveY); currentEnemyExists = true; if (boundBox == null) { //boundBox = FindObjectOfType<BoundsScript>().GetComponent<BoxCollider2D>(); boundBox = playerBoundBoxObject.GetComponent <BoxCollider2D>(); minBounds = boundBox.bounds.min; maxBounds = boundBox.bounds.max; } minBounds = boundBox.bounds.min; maxBounds = boundBox.bounds.max; deathStrike = false; playerOldHealth = playerNewHealth; strikeBlock = false; strikeBlockCounter = 1f; noDamageIsTaken = true; preAttack = false; recovAttack = false; preAttackCounter = 0.2f; recovAttackCounter = 0.3f; attackTimeCounter = 10; attackingCounterNew = 0.06f; specialMove = false; wasMoving = false; wasSprint = false; sprintTimer = 0.2f; sprintPossible = false; // if (globalData.globalPlayerLockOn == 1) // { // lockOn = false; // } // else // { // lockOn = false; // } lockOn = false; newListBool = true; switchEnemyBool = true; equipmentBuffManagerScript = FindObjectOfType <EquipmentBuffManager>(); lockOnImage = GameObject.Find("lockOnImage"); lockOnImage.SetActive(false); }
public void ChooseLockOnDirection(Transform enemy) { if (enemy.GetComponent <EnemyHealthManager>().CurrentHealth <= 0) { lockOnImage.SetActive(false); // lockOn = false; enemyList.Remove(enemy); try { AddEnemiesToLists(); enemy = FindClosestEnemy(); } catch { lockOn = false; lockOnImage.SetActive(false); Debug.Log("it caught"); return; } // lockOnImage.SetActive(true); // lockOnImage.transform.position = enemy.position; return; } if (Vector3.Distance(enemy.transform.position, this.transform.position) > 7) { lockOn = false; lockOnImage.SetActive(false); return; } lockOnImage.SetActive(true); lockOnImage.transform.position = enemy.position; float enemyTrackX = enemy.transform.position.x; float enemyTrackY = enemy.transform.position.y; float trackingMasterX = enemyTrackX - transform.position.x; float trackingMasterY = enemyTrackY - transform.position.y; if (trackingMasterY > 0) { if (trackingMasterX > 0) //Quadrant 2 { if (trackingMasterX < trackingMasterY) { directionInt = 0; lockOnVertical = 0.5f; lockOnHorizontal = 0f; // Debug.Log("test: getting here"); } else { directionInt = 1; lockOnHorizontal = 0.5f; lockOnVertical = 0f; } } else if (trackingMasterX < 0) { if (Math.Abs(trackingMasterX) > trackingMasterY) //Quadrant 1 { directionInt = 3; lockOnHorizontal = -0.5f; lockOnVertical = 0f; } else { directionInt = 0; lockOnVertical = 0.5f; lockOnHorizontal = 0; // Debug.Log("test: getting here"); } } } else if (trackingMasterY < 0) //Quadrant 4 { if (trackingMasterX < 0) { if (trackingMasterX > trackingMasterY) { directionInt = 2; lockOnVertical = -0.5f; lockOnHorizontal = 0f; } else if (trackingMasterX < trackingMasterY) { directionInt = 3; lockOnHorizontal = -0.5f; lockOnVertical = 0f; } } else if (trackingMasterX > 0) //Quadrant 3 { if (Math.Abs(trackingMasterY) > trackingMasterX) { directionInt = 2; lockOnVertical = -0.5f; lockOnHorizontal = 0f; } else { directionInt = 1; lockOnHorizontal = 0.5f; lockOnVertical = 0f; } } } lastMove = new Vector2(lockOnHorizontal, lockOnVertical); }
void Start() { parentObject = gameObject.transform.parent.GetComponent <EnemyTestScript> (); StartCoroutine(CheckLineOfSight()); }
private void OnTriggerEnter2D(Collider2D other) { try { playerEngagement = other.gameObject.transform.GetChild(0).GetComponent <EngagedWithPlayer>(); } catch { return; } theEnemy = other.gameObject.GetComponent <EnemyTestScript>(); // FreezeFrame(); if (other.gameObject.tag == "Enemy" && playerEngagement.thePlayerDeathStrike || other.gameObject.tag == "LargeEnemyBasic" && playerEngagement.thePlayerDeathStrike || other.gameObject.tag == "BasicRangedEnemy" && playerEngagement.thePlayerDeathStrike || other.gameObject.tag == "Enemy1") { enemyHit = true; // staminaManager.playerCurrentStamina += 20; // Animator anim2 = other.gameObject.GetComponent<Animator>(); // if (thePlayer.recovAttack) // { // anim2.enabled = false; // } // else // { // anim2.enabled = true; // } if (playerEngagement.attacking && thePlayer.damagePossible && playerEngagement.faceOff) { playerEngagement.strikeBlock = true; sfxMan.swordsColliding.volume = 1; sfxMan.swordsColliding.Play(); Instantiate(swordClash, swordClashPoint.position, swordClashPoint.rotation); } //was else if if (!thePlayer.noDamageIsTaken && !playerEngagement.attacking) { if (thePlayer.wasSprint && staminaManager.playerCurrentStamina > 50 && playerStats.dexterity >= 14 && playerStats.strength >= 9) { if (playerStats.strength == 11) { currentDamage = damageToGive + thePS.currentAttack + 2; } else { currentDamage = damageToGive + thePS.currentAttack + 1; } // currentDamage = damageToGive + thePS.currentAttack + 1; // Debug.Log(currentDamage); } else { if (playerStats.strength == 11) { currentDamage = damageToGive + thePS.currentAttack + 1; } else { currentDamage = damageToGive + thePS.currentAttack; } } sfxMan.blood.Play(); if (this.gameObject.tag == "Throwing Knife") { other.gameObject.GetComponent <EnemyHealthManager>().HurtEnemy(2); Instantiate(damageBurst, hitPoint.position, hitPoint.rotation); var clone = (GameObject)Instantiate(damageNumber, hitPoint.position, Quaternion.Euler(Vector3.zero)); clone.GetComponent <FloatingNumbers>().damageNumber = currentDamage; } else { other.gameObject.GetComponent <EnemyHealthManager>().HurtEnemy(currentDamage); Instantiate(damageBurst, hitPoint.position, hitPoint.rotation); var clone = (GameObject)Instantiate(damageNumber, hitPoint.position, Quaternion.Euler(Vector3.zero)); clone.GetComponent <FloatingNumbers>().damageNumber = currentDamage; } } } else if (other.gameObject.tag == "Enemy" && other.gameObject.GetComponent <EnemyTestScript>().enemyShield&& !thePlayer.deathStrike || other.gameObject.tag == "LargeEnemyBasic" && other.gameObject.GetComponent <EnemyTestScript>().enemyShield&& !thePlayer.deathStrike)// { //enemyShieldStrike = true; other.gameObject.GetComponent <EnemyTestScript>().enemyShieldStrike = true; sfxMan.swordsColliding.volume = 1; sfxMan.swordsColliding.Play(); // theEnemy= new Vector2(2,2); theEnemy.blockCounter++; // other.GetComponentInParent<Rigidbody2D>().rigidbody2D -= new Vector2(2,2); Instantiate(swordClash, swordClashPoint.position, swordClashPoint.rotation); } }
void Start() { parentObject = gameObject.transform.parent.GetComponent <EnemyTestScript> (); }