// Start is called before the first frame update void Start() { gsm = GameObject.FindGameObjectWithTag("GameStateMachine").GetComponent <GameStateMachine>(); monsterMov = GetComponent <MonsterMovement>(); mb = GetComponent <MonsterBrain>(); ma = GetComponent <MonsterAttack>(); }
// Start is called before the first frame update void Start() { monsterBrain = GameObject.FindGameObjectWithTag("Monster").GetComponent <MonsterBrain>(); //Transform[] tempArray = GetComponentsInChildren<Transform>(); //sectorRooms = new GameObject[tempArray.Length]; //for(int i = 0; i < sectorRooms.Length; i++) //{ // sectorRooms[i] = tempArray[i].gameObject; //} //Loop through all rooms and set their ID Room tempRoom; for (int i = 0; i < sectorRooms.Length; i++) { tempRoom = sectorRooms[i].GetComponent <Room>(); tempRoom.roomID = i; } if (playersRoom == null) { playersRoom = sectorRooms[0].GetComponent <Room>(); } }
// Start is called before the first frame update void Start() { clownTrans = this.GetComponent <Transform>(); monsterBrain = GameObject.FindWithTag("Monster").GetComponent <MonsterBrain>(); monsterBrain.minionsSpawned++; }
public override void EnterState(MonsterAI _owner) { _owner.currentState = MonsterAI.MonsterState.BreakerSwitch; monsterBrain = _owner.GetMonsterBrain(); breaker = GameObject.Find("Breaker"); _owner.target = breaker.transform; }
// Start is called before the first frame update void Start() { ghostRb = this.GetComponent <Rigidbody2D>(); ghostTrans = this.GetComponent <Transform>(); monsterBrain = GameObject.FindWithTag("Monster").GetComponent <MonsterBrain>(); monsterBrain.minionsSpawned++; }
//************************************************* public override void EnterState(MonsterAI _owner) { monsterBrain = _owner.GetMonsterBrain(); Sector sector = monsterBrain.currentSector; //Debug.Log(sector); GameObject gameRoom = sector.getRandomRoom(); Room room = gameRoom.GetComponent <Room>(); //_owner.setTargetAsTransform(room.moveSpots[0]); _owner.target = room.moveSpots[0]; }
// Start is called before the first frame update void Start() { startStateTime = Time.unscaledTime; stateMachine = new StateMachine <MonsterAI>(this); ai = GetComponent <IAstarAI>(); fov = GetComponent <FovDetection>(); monsterBrain = GetComponent <MonsterBrain>(); GoToNextState(); }
public override void EnterState(MonsterAI _owner) { _owner.currentState = MonsterAI.MonsterState.BlockDoor; monsterBrain = _owner.GetMonsterBrain(); door = pickRoomDoor(); _owner.target = door.transform; }
protected void Awake() { playerGo = GameObject.FindGameObjectWithTag("Player"); GameObject monsterGo = GameObject.FindGameObjectWithTag("Monster"); psm = playerGo.GetComponent <PlayerStateMachine>(); pInv = playerGo.GetComponent <PlayerInventory>(); if (monsterGo) { mBrain = monsterGo.GetComponent <MonsterBrain>(); } canvasInteraction = GetComponentInChildren <Canvas>(); obj = GetComponent <UsableObject>(); }
public override void EnterState(MonsterAI _owner) { _owner.currentState = MonsterAI.MonsterState.Intimidate; monsterBrain = GameObject.FindGameObjectWithTag("Monster").GetComponent <MonsterBrain>(); playerRoom = monsterBrain.currentSector.playersRoom.GetComponent <Room>(); moveSpots = playerRoom.moveSpots; index = 0; //_owner.setTargetAsTransform(moveSpots[index]); _owner.target = moveSpots[index]; //Debug.Log(_owner.target); }
public override void EnterState(MonsterAI _owner) { _owner.currentState = MonsterAI.MonsterState.SpawnMinion; monsterBrain = _owner.GetMonsterBrain(); spawnPoint = ChooseSpawnPoint(_owner); if (spawnPoint == null) { _owner.GoToNextState(); } //_owner.setTargetAsTransform(spawnPoint); _owner.target = spawnPoint; }
public void InitEachBrain() { brain = new MonsterBrain(numInputs, numOutputs, numNEachLayer, alpha, discount); Debug.Log(brain); }
public Monster(MonsterData monsterData) : base(monsterData) { Data = monsterData; Brain = DarkestDungeonManager.Data.Brains[monsterData.MonsterBrainId]; }
public Monster(FormationUnitSaveData unitSaveData) : base(unitSaveData, DarkestDungeonManager.Data.Monsters[unitSaveData.Name]) { Data = DarkestDungeonManager.Data.Monsters[unitSaveData.Name]; Brain = DarkestDungeonManager.Data.Brains[Data.MonsterBrainId]; }
// Start is called before the first frame update private void Awake() { msm = GetComponent <MonsterStateMachine>(); mb = GetComponent <MonsterBrain>(); anim = GetComponentInChildren <Animator>(); }
private void Start() { anim = GetComponent <Animator>(); monsterBrain = GameObject.FindWithTag("Monster").GetComponent <MonsterBrain>(); }
void Start() { monsterBrain = GameObject.FindWithTag("Monster").GetComponent <MonsterBrain>(); }
void Start() { mb = GetComponent <MonsterBrain>(); msm = GetComponent <MonsterStateMachine>(); }