// Start is called before the first frame update void Start() { audiomanager = GameObject.Find("AudioManager").GetComponent <AudioManager>(); rigidBody = GetComponent <Rigidbody2D>(); en_spawn = GameObject.Find("Main Camera").GetComponent <Enemy_Spawn>(); drop_item = GameObject.Find("Item_Spawn").GetComponent <Drop_Items>(); }
public override void Execute(GameObject targetedEnemy) { if (spawnCount <= 0) { return; } sceneManager = GameObject.FindGameObjectWithTag("SceneManager").GetComponent <SceneManager>(); enemySpawn = GameObject.FindGameObjectWithTag("SceneManager").GetComponent <Enemy_Spawn>(); //Summon Wolf if (enemyList.Count < 3) { for (int i = 0; i < enemySpawn.enemySpawnPoints.Count; i++) { if (enemySpawn.enemySpawnPoints[i].childCount <= 0) { GameObject wolfClone = Instantiate(wolfPrefab, new Vector2(enemySpawn.enemySpawnPoints[i].position.x, enemySpawn.enemySpawnPoints[i].position.y), Quaternion.identity, enemySpawn.enemySpawnPoints[i]); sceneManager.enemyList.Insert(i, wolfClone); sceneManager.enemyList[i].GetComponent <EnemyStats>().index = 1; for (int j = 0; j < wolfClone.GetComponent <EnemyVariableManager>().skillsPrefab.Count; j++) { wolfClone.GetComponent <EnemyVariableManager>().skillList.Add(Instantiate(wolfClone.GetComponent <EnemyVariableManager>().skillsPrefab[j], wolfClone.transform)); } sceneManager.playerList[0].GetComponent <PlayerVariableManager>().isTargetLockedIn = false; sceneManager.playerList[1].GetComponent <PlayerVariableManager>().isTargetLockedIn = false; spawnCount--; return; } } } }
void Awake() { S = this; nextPointIndex = 1; enemySpwan = Enemy_Spawn.S; routePath = enemySpwan.routePath; }
// Start is called before the first frame update void Start() { audiomanager = GameObject.Find("AudioManager").GetComponent <AudioManager>(); player = GameObject.Find("Player"); en_spawn = GameObject.Find("Main Camera").GetComponent <Enemy_Spawn>(); drop_item = GameObject.Find("Item_Spawn").GetComponent <Drop_Items>(); fireRateTime = 0; rigidBody = GetComponent <Rigidbody2D>(); audiomanager.Play("Common_Idle"); }
public void setSpawnBase(int levelNumber, int enemytospawn, int[] enemyType, float spawnTime) { spawnRate = spawnTime; numberOfEnemies = enemytospawn; enemyTypes = enemyType; spawnBase = gameObject.AddComponent <Enemy_Spawn>() as Enemy_Spawn; spawnBase.forceStart(levelNumber); spawnBase.enemiesToSpawn = numberOfEnemies; spawnEmpty = false; timer = new EventTimer_Base(spawnRate); }
// Use this for initialization void Start() { Spawn1 = GameObject.Find("Enemy Spawn1").GetComponent <Enemy_Spawn>(); Spawn2 = GameObject.Find("Enemy Spawn2").GetComponent <Enemy_Spawn>(); Spawn3 = GameObject.Find("Enemy Spawn3").GetComponent <Enemy_Spawn>(); Spawn4 = GameObject.Find("Enemy Spawn4").GetComponent <Enemy_Spawn>(); Spawn5 = GameObject.Find("Enemy Spawn5").GetComponent <Enemy_Spawn>(); Spawn6 = GameObject.Find("Enemy Spawn6").GetComponent <Enemy_Spawn>(); Spawn7 = GameObject.Find("Enemy Spawn7").GetComponent <Enemy_Spawn>(); Spawn8 = GameObject.Find("Enemy Spawn8").GetComponent <Enemy_Spawn>(); StartCoroutine(Test_Level()); }
void Start() { #region Finds //Procura o objeto do Spawn do inimigo e pega os scripts. infoenemy = GameObject.Find("EnemySpawnPoint").GetComponent <Enemy_Spawn>(); infowaves = GameObject.Find("WaveController").GetComponent <Enemy_Waves>(); infolifes = GameObject.Find("Player").GetComponent <Player_LifeSettings>(); infopoints = GameObject.Find("MasterControl").GetComponent <Game_PointComboControl>(); statusdic = GameObject.Find("StatusControl").GetComponent <Status_Dictionary>(); statusinfo = GameObject.Find("StatusControl").GetComponent <Enemy_AI_Status>(); //Procura o jogador para comparar mais pra frente a posição Player = GameObject.Find("Player"); #endregion #region EnemyAssociations _enemyHP = infoenemy.EnemyLibrary[gameObject.name].enemy.EnemyHP; //Coloca no dicionario o nome do inimigo e puxa o HP _destroyAfterPass = infoenemy.EnemyLibrary[gameObject.name].enemy.DestroyDistance; gameObject.tag = "Enemy"; EnemyPhysics = gameObject.GetComponent <Rigidbody>(); EnemyPhysics.mass = infoenemy.EnemyLibrary[gameObject.name].enemy.EnemyWeight; #endregion #region StatusAssociations Burned = statusdic.StatusLibrary["Burn"].status; Wet = statusdic.StatusLibrary["Soak"].status; Marked = statusdic.StatusLibrary["Mark"].status; Slowed = statusdic.StatusLibrary["Slow"].status; Paralyzed = statusdic.StatusLibrary["Paralyze"].status; None = statusdic.StatusLibrary["Normal"].status; burntstatus = statusdic.StatusLibrary["Burn"].status.StatusParticle; wetedstatus = statusdic.StatusLibrary["Soak"].status.StatusParticle; markdstatus = statusdic.StatusLibrary["Mark"].status.StatusParticle; slowdstatus = statusdic.StatusLibrary["Slow"].status.StatusParticle; prlststatus = statusdic.StatusLibrary["Paralyze"].status.StatusParticle; nonetstatus = statusdic.StatusLibrary["Normal"].status.StatusParticle; current_status = statusdic.StatusLibrary["Normal"].status; //O status atual do inimigo vai ser pego da biblioteca e o atributo dela //print(infoenemy.EnemyLibrary[gameObject.name].enemy.EnemyType.Immunity); //print(gameObject.name); //infoenemy.EnemyLibrary[gameObject.name]; #endregion }
void Start() { Spawn = gameObject.GetComponent <Enemy_Spawn>(); }
void Awake() { S = this; destination = routePath [routePath.Length - 1]; }
void Start() { infoenemy = GameObject.Find("EnemySpawnPoint").GetComponent <Enemy_Spawn>(); CurrentWave = 1; infoenemy.StartWave = CurrentWave; }