void FixedUpdate() { // update location obstacleLoc = transform.position; if (enemystrength < 0f) { //PRINCESS DEATH princessengaged = false; enemySpawn enemySpawn = GameObject.Find("Game Manager").GetComponent <enemySpawn> (); // don't spawn where i died enemySpawn.existingEnemies -= 1; enemySpawn.princessdeathCount += 1; Movementscript Movementscript = GameObject.Find("Mino-man_Sprite").GetComponent <Movementscript>(); Movementscript.pausemove = true; if (Movementscript.ragecount == 0) { Movementscript.ragecount = 1; } Destroy(gameObject); } }
void Update() { Movementscript Movementscript = GameObject.Find("Mino-man_Sprite").GetComponent <Movementscript>(); curstricon = (int)Mathf.Floor(Movementscript.strength / 5) - 1; if (Movementscript.ragecount == 0) { GameObject.Find("Rageflame1_Icon(Clone)").GetComponent <Renderer> ().enabled = false; GameObject.Find("Rageflame2_Icon(Clone)").GetComponent <Renderer> ().enabled = false; } else { GameObject.Find("Rageflame1_Icon(Clone)").GetComponent <Renderer> ().enabled = true; GameObject.Find("Rageflame2_Icon(Clone)").GetComponent <Renderer> ().enabled = true; } Sprite strengthicon = gameObject.GetComponent <SpriteRenderer> ().sprite = striconstorage [curstricon]; ingamesprite.sprite = strengthicon; //Debug.Log ("this happened"); }
void FixedUpdate() { // update location obstacleLoc = transform.position; if (knightstrength < 0f) { // KNIGHT DEATH knightengaged = false; enemySpawn enemySpawn = GameObject.Find("Game Manager").GetComponent <enemySpawn> (); enemySpawn.existingEnemies -= 1; Movementscript Movementscript = GameObject.Find("Mino-man_Sprite").GetComponent <Movementscript>(); Movementscript.pausemove = true; Destroy(gameObject); } // KNIGHT DIRECTION if (knightengaged) { // FACE MINO WHEN ENGAGED Vector3 Minoman = GameObject.Find("Mino-man_Sprite").transform.position; if (Minoman.x < transform.position.x) { transform.localEulerAngles = new Vector3(0, 0, -90); //Debug.Log ("West to face Minoman"); } if (Minoman.x > transform.position.x) { transform.localEulerAngles = new Vector3(0, 0, 90); //Debug.Log ("East to face Minoman"); } if (Minoman.y < transform.position.y) { transform.localEulerAngles = new Vector3(0, 0, 0); //Debug.Log ("South to face Minoman"); } if (Minoman.y > transform.position.y) { transform.localEulerAngles = new Vector3(0, 0, -180); //Debug.Log ("North to face Minoman"); } } else { // DECISION TIME FOR DIRECTION dirtimer -= Time.deltaTime; if (dirtimer <= 0) { dirtimer = 10f; // DECIDING DIRECTION knightpath(); RaycastHit2D knightsight = Physics2D.Linecast(transform.position + (knightdir * knightsightStart), transform.position + (knightdir * knightsightLength)); Debug.DrawLine(transform.position + (knightdir * knightsightStart), transform.position + (knightdir * knightsightLength), Color.blue, 1.5f); } } }
void ObstacleInstantiate() { // LIST OF BAD SPAWN POINTS List <Vector3> BadSpawnPoints = new List <Vector3> (); // PLACE TARGET POSITION IN LIST Movementscript Movementscript = GameObject.Find("Mino-man_Sprite").GetComponent <Movementscript>(); BadSpawnPoints.Add(Movementscript.targetPos); // CREATE AN ARRAY FOR SURROUNDING COLLIDERS Collider2D[] TargetRadiusCast = Physics2D.OverlapCircleAll(Movementscript.targetPos, 1.5f); // PLACE SURROUNDING COLLIDERS IN LIST foreach (Collider2D col in TargetRadiusCast) { // CHECK FOR TAGS if (col.CompareTag("Tiles")) { // ADD TAG SPAWN POINTS TO BAD LIST BadSpawnPoints.Add(col.transform.position); } } // CREATE SPAWN POINT FOR OBSTACLE int newspawnnumber = Random.Range(0, spawnplacement.Length); Vector3 AnySpawnPoint = spawnplacement [newspawnnumber].position; // DISALLOW PRINCESS IF ONE IS IN SCENE? GameObject princessalive = GameObject.Find("Princess_Sprite(Clone)"); if (princessalive) { // DISALLOW numprincess = 1; } else { // ALLOW numprincess = 0; } // CHOOSE RANDOM OBSTACLE ranspawnint = Random.Range(numprincess, 4); if (ranspawnint > 0) { InstantiatethisObstacle = KnightSprite; } else { InstantiatethisObstacle = PrincessSprite; } // SPAWN OBSTACLE if (!BadSpawnPoints.Contains(AnySpawnPoint)) { Instantiate(InstantiatethisObstacle, AnySpawnPoint, Quaternion.identity); existingEnemies += 1; } }