public void Initialize(int a) { _currentHealth = StartingHealth; int speedMod = 1; //Speed modifier for later use dummy = GameObject.FindGameObjectWithTag("Player"); speed = speed * speedMod; direction = Vector3.left * a; int i = Random.Range(0, 2); if (i == 0) { enemyBehaviour += WavyMove; //enemyBehaviour += ShootHoming; enemyBehaviour += ShootRandom; int j = Random.Range(0, 3); switch (j) { case 0: firingPattern += TracerFire; break; case 1: firingPattern += VolleyFire; break; case 2: firingPattern += SpiralFire; break; } } else { enemyBehaviour += HomingMove; SpriteRenderer sprite = GetComponentInChildren<SpriteRenderer>(); sprite.sprite = meleeSprite; //enemyBehaviour += ShootHoming; } }
public void ShootAt(Vector3 position, int duration = -1, FiringPattern pattern = FiringPattern.Default) { Function.Call(Hash.TASK_SHOOT_AT_COORD, _ped.Handle, position.X, position.Y, position.Z, duration, pattern); }
public void ShootAt(Ped target, int duration = -1, FiringPattern pattern = FiringPattern.Default) { Function.Call(Hash.TASK_SHOOT_AT_ENTITY, _ped.Handle, target.Handle, duration, pattern); }
public void ShootAt(Vector3 position, int duration = -1, FiringPattern pattern = FiringPattern.Default) { API.TaskShootAtCoord(_ped.Handle, position.X, position.Y, position.Z, duration, (uint)pattern); }
public void ShootAt(Ped target, int duration = -1, FiringPattern pattern = FiringPattern.Default) { API.TaskShootAtEntity(_ped.Handle, target.Handle, duration, (uint)pattern); }
public void ShootAt(Ped target, int duration = -1, FiringPattern pattern = 0) { InputArgument[] arguments = new InputArgument[] { this._ped.Handle, target.Handle, duration, pattern }; Function.Call(Hash.TASK_SHOOT_AT_ENTITY, arguments); }
public void ShootAt(Vector3 position, int duration = -1, FiringPattern pattern = 0) { InputArgument[] arguments = new InputArgument[] { this._ped.Handle, position.X, position.Y, position.Z, duration, pattern }; Function.Call(Hash.TASK_SHOOT_AT_COORD, arguments); }
public void ShootAt(Vector3 position, int duration, FiringPattern pattern) { Function.Call(Hash.TASK_SHOOT_AT_COORD, _ped.Handle, position.X, position.Y, position.Z, duration, (int)(pattern)); }
public void ShootAt(Ped target, int duration, FiringPattern pattern) { Function.Call(Hash.TASK_SHOOT_AT_ENTITY, _ped.Handle, target.Handle, duration, (int)(pattern)); }
/// <param name="target">Where to get the target <see cref="Entity"/> from the blackboard memory.</param> public ShootAt(int duration, FiringPattern firingPattern, BlackboardGetter <Entity> target) { this.duration = duration; this.firingPattern = firingPattern; this.target = target; }
public void ShootAt(Vector3 pos, int duration, FiringPattern pattern) { Function.Call(Hash.TASK_SHOOT_AT_COORD, Ped.Handle, pos.X, pos.Y, pos.Z, duration, (uint)pattern); }
public void ShootAt(Entity target, int duration, FiringPattern pattern) { Function.Call(Hash.TASK_SHOOT_AT_ENTITY, Ped.Handle, target.Handle, duration, (uint)pattern); }