private void OnDestroy() { ShootingEnemy newEnemy = Instantiate <ShootingEnemy>(prefab, player.transform.position + player.transform.right * retreatDistance, transform.rotation); newEnemy.player = player; newEnemy.prefab = prefab; }
override protected void spawn() { ShootingEnemy.createRandomEnemy(m_sizeMin, m_sizeMax, m_speedMin, m_speedMax, m_rotationSpeedMin, m_rotationSpeedMax, m_cooldownMin, m_cooldownMax, m_projectileSizeMin, m_projectileSizeMax, m_projecdtileSpeedMin, m_projecdtileSpeedMax); if (m_spawnInterval > 2f) { m_spawnInterval *= 0.9f; } if (m_speedMax < 30.0f) { m_speedMin *= 1.15f; m_speedMax *= 1.15f; } if (m_cooldownMax > 0.5f) { m_cooldownMin *= 0.85f; m_cooldownMax *= 0.85f; } if (m_projectileSizeMax < 7.5f) { m_projectileSizeMin *= 1.1f; m_projectileSizeMax *= 1.15f; } if (m_projecdtileSpeedMax < 150f) { m_projecdtileSpeedMin *= 1.15f; m_projecdtileSpeedMax *= 1.15f; } }
// Start is called before the first frame update void Start() { player = GameObject.Find("MonkE").transform; target = new Vector2(player.position.x, player.position.y); enemy = GameObject.Find("shooting enemy (Clone)").GetComponent <ShootingEnemy>(); playerController = GameObject.Find("MonkE").GetComponent <PlayerController>(); }
//Bıçaklı askerin sprite rendererı void Start() { code = GameObject.FindGameObjectWithTag("RifleSoldier"); //RifleSoldier etiketli oyun objesini kod ile eşleştirmek Sh = code.GetComponent <Shooting>(); moveCode = GameObject.FindGameObjectWithTag("RifleSoldier"); pm = moveCode.GetComponent <PlayerMovement_>(); Enemy = GameObject.FindGameObjectWithTag("Teror"); Se = Enemy.GetComponent <ShootingEnemy>(); //Shooting scriptimizdeki kodu eşleştiriyoruz rifle_sol = GameObject.FindGameObjectWithTag("RifleSoldier"); //RifleSoldier etiketli oyun objesini rile_sol'a atıyourz knife_sol_render = GameObject.FindGameObjectWithTag("KnifeSoldier"); //Tagi knife soldier olan nesnenin özelliklerini atadık // knife_sol_sr = knife_sol_render.GetComponent<SpriteRenderer>(); //Bos bir rendera knife soldierın renderinin özelliklerini atadık //atamaları yapıyoruz amk biliyoruz zaten uğraştırıyorsunuz knife_pc_ob = GameObject.FindGameObjectWithTag("KnifeSoldier"); // knife_pc = knife_pc_ob.GetComponent<PolygonCollider2D>(); }
private void OnTriggerEnter2D(Collider2D hitInfo) { Debug.Log(hitInfo.name); Enemy enemy = hitInfo.GetComponent <Enemy>(); ShootingEnemy shootingEnemy = hitInfo.GetComponent <ShootingEnemy>(); if (enemy != null) { FindObjectOfType <AudioManager>().Play("fireball_impact_ground"); enemy.TakeDamege(damage); Instantiate(spellEnemyImpact, transform.position, transform.rotation); Destroy(gameObject); } else if (shootingEnemy != null) { FindObjectOfType <AudioManager>().Play("fireball_impact_ground"); shootingEnemy.TakeDamege(damage); Instantiate(spellEnemyImpact, transform.position, transform.rotation); Destroy(gameObject); } else { FindObjectOfType <AudioManager>().Play("fireball_impact_ground"); Instantiate(spellGroundInpact, transform.position, transform.rotation); Destroy(gameObject); } }
void Start() { Player = GameObject.FindGameObjectWithTag("RifleSoldier"); Pm = Player.GetComponent <PlayerMovement_>(); Enemy = GameObject.FindGameObjectWithTag("Teror"); Se = Enemy.GetComponent <ShootingEnemy>(); MedKit = GameObject.FindGameObjectWithTag("Med"); Mk = MedKit.GetComponent <MedKit>(); }
// Start is called before the first frame update void Start() { ctrl_boss = FindObjectOfType <BossScript>(); ctrl_Player = FindObjectOfType <CharacterController2D>(); ctrl_enemy = FindObjectOfType <EnemyMelee>(); ctrl_ShootingEnemy = FindObjectOfType <ShootingEnemy>(); ctrl_flierEnemy = FindObjectOfType <FlierEnemy>(); spriteRenderer = GetComponent <SpriteRenderer>(); }
private void OnTriggerEnter2D(Collider2D hitInfo) { Debug.Log(hitInfo.name); Enemy enemy = hitInfo.GetComponent <Enemy>(); ShootingEnemy shootingEnemy = hitInfo.GetComponent <ShootingEnemy>(); if (enemy != null) { enemy.TakeDamege(damage); } else if (shootingEnemy != null) { shootingEnemy.TakeDamege(damage); } }
public void SpawnEntities() { GetBrains(); foreach (KeyValuePair <Phenotype, double> kv in brains) { Random rand = new Random(); // Simple_Ai new_spawn = mob.Instance() as Simple_Ai; ShootingEnemy new_spawn = mob.Instance() as ShootingEnemy; new_spawn.Death += this.DeathEvent; new_spawn.Position = new Vector2(rand.Next(10, 2000), rand.Next(10, 2000)); new_spawn.RotationDegrees = rand.Next(0, 360); // new_spawn.Position = new Vector2(0, 0); // new_spawn.AddBrain(kv.Key, this.target); new_spawn.AddBrain(kv.Key); target.AddChild(new_spawn); } }
public void addEnemy() { EnemyBase enemy; switch (randInt(1, 5)) { case 4: enemy = new RunningEnemy(new Vector2(randInt(0, mapManager.getMapWidth() - 200), -500)); break; default: enemy = new ShootingEnemy(new Vector2(randInt(0, mapManager.getMapWidth() - 200), -500)); break; } enemy.Load(EnemyTextures.idle, enemyAnimations); enemiesList.Add(enemy); }
public float numberDistanceForMelee = 1; //расстояние для милишной атаки void Start() { AImanager.AIlist.Add(this);//this или getComponnent? передаём ссылку на экземпляр в менеджер gameObject.name = "Monster " + Random.Range(0, 100); _rigidbody = GetComponent <Rigidbody2D>(); _rigidbody.mass = mass; MOVE = GetComponent <MoveEnemy>(); SHOOT = GetComponent <ShootingEnemy>(); MELEE = GetComponent <MeleeEnemy>(); DEATH = GetComponent <Death>(); //player = GameObject.Find("Player"); //_animation = GetComponent<Animator>(); //body = GetComponent<Rigidbody2D>(); }
public void getBest() { double bestScore = double.MinValue; ShootingEnemy bestAgent = null; foreach (ShootingEnemy agent in SpawnContainer.GetChildren()) { if (agent.Score > bestScore) { bestAgent = agent; bestScore = agent.Score; } } camera.Position = bestAgent.GlobalPosition; label.Text = $"Generation:{Generation}\nBest Agent Network:"; best = bestAgent.GetPhenotype(); best_set = true; // VisualiseNetwork(bestAgent.GetPhenotype()); }
/*void Explode() * { * Collider[] colliders = Physics.OverlapSphere(transform.position, explosionRadius); * foreach (Collider collider in colliders) * { * if (collider.tag == "Enemy") * { * Damage(collider.transform); * } * } * }*/ void Damage(Transform target) { Enemy e = target.GetComponent <Enemy>(); Turret t = target.GetComponent <Turret>(); ShootingEnemy eAtt = target.GetComponent <ShootingEnemy>(); if (e != null) { e.TakeDamage(damage); } if (t != null) { t.TakeDamage(damage); } if (eAtt != null) { eAtt.TakeDamage(damage); } }
protected override void OnCollisionEnter2D(Collision2D collision) { if (collision.transform.GetComponent <BaseEnemy>()) { BaseEnemy b = collision.transform.GetComponent <BaseEnemy>(); b.health -= damage; Destroy(gameObject); } if (collision.transform.GetComponent <PlayerTargetingEnemy>()) { PlayerTargetingEnemy tg = collision.transform.GetComponent <PlayerTargetingEnemy>(); tg.health -= damage; Destroy(gameObject); } if (collision.transform.GetComponent <ShootingEnemy>()) { ShootingEnemy se = collision.transform.GetComponent <ShootingEnemy>(); se.health -= damage; Destroy(gameObject); } if (collision.transform.GetComponent <BossEnemy>()) { BossEnemy be = collision.transform.GetComponent <BossEnemy>(); be.health -= damage; Destroy(gameObject); } if (collision.transform.GetComponent <EnemyBullet>()) { EnemyBullet eb = collision.transform.GetComponent <EnemyBullet>(); Destroy(gameObject); } if (collision.transform.GetComponent <Wall>()) { Destroy(gameObject); } else if (collision.transform.GetComponent <RepairBullet>()) { Destroy(gameObject); } base.OnCollisionEnter2D(collision); }
public static DefaultEnemy createRandomEnemy(float sizeMin = 3f, float sizeMax = 5f, float speedMin = 2f, float speedMax = 20f, float rotationSpeedMin = -1.3f, float rotationSpeedMax = 1.3f, float minCooldown = 0.5f, float maxCooldown = 1.0f, float minProjectileSize = 1.0f, float maxProjectileSize = 1.5f, float minProjectileSpeed = 25f, float maxProjectileSpeed = 50f, int minProjectileDamage = 1, int maxProjectileDamage = 1) { float widthHeight = Random.Range(sizeMin, sizeMax); if (!findNewFreePosition(widthHeight, widthHeight, out Vector2 position)) { return(null); } float speed = Random.Range(speedMin, speedMax); float targetX = Random.Range(-10f, 10f); float targetY = Random.Range(-10f, 10f); float rotationSpeed = Random.Range(rotationSpeedMin, rotationSpeedMax); if (rotationSpeed < 0.05f && rotationSpeed > -0.05f) { if (rotationSpeed > 0) { rotationSpeed += 0.1f; } else { rotationSpeed -= 0.1f; } } float startDegrees = Random.Range(0.0f, 360.0f); ShootingEnemy enemy = (ShootingEnemy)createNewEnemy(position.x, position.y, widthHeight, widthHeight, targetX, targetY, speed, rotationSpeed, startDegrees, "Prefabs/Enemies/ShootingEnemy"); enemy.m_cooldown = Random.Range(minCooldown, maxCooldown); enemy.m_projectileSize = Random.Range(minProjectileSize, maxProjectileSize); enemy.m_projectileSpeed = Random.Range(minProjectileSpeed, maxProjectileSpeed); enemy.m_projectileDamage = Random.Range(minProjectileDamage, maxProjectileDamage); return(enemy); }
private void Start() { Tf = GameObject.FindGameObjectWithTag("Teror"); Em = Tf.GetComponent <ShootingEnemy>(); }
public static void loadContentEnemies(ref int enemiesAmount, BaseEnemy[] enemies, ContentManager Content, int currentLevel, GameMode gameMode) { if (gameMode == GameMode.SurvivalMode) { enemiesAmount = GameConstants.SurvivalModeMaxShootingEnemy + GameConstants.SurvivalModeMaxCombatEnemy + GameConstants.SurvivalModeMaxGhostPirate + GameConstants.SurvivalModeMaxMutantShark + GameConstants.SurvivalModeMaxTerminator + GameConstants.SurvivalModeMaxSubmarine; } else if (gameMode == GameMode.MainGame) enemiesAmount = GameConstants.NumberShootingEnemies[currentLevel] + GameConstants.NumberCombatEnemies[currentLevel] + GameConstants.NumberGhostPirate[currentLevel] + GameConstants.NumberMutantShark[currentLevel] + GameConstants.NumberTerminator[currentLevel] + GameConstants.NumberSubmarine[currentLevel]; else if (gameMode == GameMode.ShipWreck) { enemiesAmount = GameConstants.ShipNumberGhostPirate[PlayGameScene.currentLevel]; } int numShootingEnemies = 0; int numCombatEnemies = 0; int numGhostPirates = 0; int numMutantShark = 0; int numTerminator = 0; int numSubmarine = 0; if (gameMode == GameMode.SurvivalMode) { numShootingEnemies = GameConstants.SurvivalModeMaxShootingEnemy; numCombatEnemies = GameConstants.SurvivalModeMaxCombatEnemy; numGhostPirates = GameConstants.SurvivalModeMaxGhostPirate; numMutantShark = GameConstants.SurvivalModeMaxMutantShark; numTerminator = GameConstants.SurvivalModeMaxTerminator; numSubmarine = GameConstants.SurvivalModeMaxSubmarine; } else if (gameMode == GameMode.MainGame) { numShootingEnemies = GameConstants.NumberShootingEnemies[currentLevel]; numCombatEnemies = GameConstants.NumberCombatEnemies[currentLevel]; numGhostPirates = GameConstants.NumberGhostPirate[currentLevel]; numMutantShark = GameConstants.NumberMutantShark[currentLevel]; numTerminator = GameConstants.NumberTerminator[currentLevel]; numSubmarine = GameConstants.NumberSubmarine[currentLevel]; } else if (gameMode == GameMode.ShipWreck) { numGhostPirates = GameConstants.ShipNumberGhostPirate[PlayGameScene.currentLevel]; } Random rnd = new Random(); for (int i = 0; i < enemiesAmount; i++) { if (i < numShootingEnemies) { enemies[i] = new ShootingEnemy(); enemies[i].Name = "Shooting Enemy"; enemies[i].LoadContent(Content, "Models/EnemyModels/diver_green_ly"); enemies[i].Load(1, 25, 24); } else if (i < numShootingEnemies + numCombatEnemies){ enemies[i] = new CombatEnemy(); enemies[i].Name = "Combat Enemy"; enemies[i].LoadContent(Content, "Models/EnemyModels/diver_knife_orange_yellow"); enemies[i].Load(1, 30, 24);// 31 60 for attack } else if (i < numShootingEnemies + numCombatEnemies + numGhostPirates) { enemies[i] = new GhostPirate(); enemies[i].Name = "Ghost Pirate"; enemies[i].LoadContent(Content, "Models/EnemyModels/skeletonrigged"); enemies[i].Load(10, 40, 24); } else if (i < numShootingEnemies + numCombatEnemies + numGhostPirates + numMutantShark) { MutantShark mutantShark = new MutantShark(); mutantShark.LoadContent(Content, "Models/EnemyModels/mutantSharkVer2"); mutantShark.Name = "mutant shark"; enemies[i] = mutantShark; } else if (i < numShootingEnemies + numCombatEnemies + numGhostPirates + numMutantShark + numTerminator) { Terminator terminator = new Terminator(gameMode); terminator.LoadContent(Content, "Models/EnemyModels/terminator"); if (currentLevel == 4 && gameMode == GameMode.MainGame) terminator.Name = "???"; else terminator.Name = "terminator"; terminator.Load(31, 60, 24); enemies[i] = terminator; } else if (i < numShootingEnemies + numCombatEnemies + numGhostPirates + numMutantShark + numTerminator + numSubmarine) { Submarine submarine = new Submarine(gameMode); submarine.LoadContent(Content, "Models/EnemyModels/submarine"); submarine.Name = "Shark Submarine"; submarine.Load(21, 30, 24); enemies[i] = submarine; } } }
public void ReleaseHunter(BoundingFrustum cameraFrustum, SwimmingObject[] enemies, ref int enemyAmount, SwimmingObject[] fishes, int fishAmount, HydroBot hydroBot) { if (!clipPlayer.inRange(31, 40)) clipPlayer.switchRange(31, 40); if (clipPlayer.donePlayingAnimation) { bool releaseOnRightSide; for (int i = 0; i < numHunterGeneratedAtOnce; i++) { enemies[enemyAmount] = new ShootingEnemy(); enemies[enemyAmount].Name = "Shooting Enemy"; enemies[enemyAmount].LoadContent(PoseidonGame.contentManager, "Models/EnemyModels/diver_green_ly"); enemies[enemyAmount].releasedFromSubmarine = true; ((BaseEnemy)enemies[enemyAmount]).Load(1, 25, 24); if (i % 2 == 0) releaseOnRightSide = true; else releaseOnRightSide = false; if (PlaceHunter(enemies[enemyAmount], hydroBot, (BaseEnemy[])enemies, enemyAmount, (Fish[])fishes, fishAmount, releaseOnRightSide)) { enemyAmount++; numHunterGenerated++; } else { enemies[enemyAmount] = null; break; } } if (!clipPlayer.inRange(11, 20)) clipPlayer.switchRange(11, 20); releasingHunter = false; } }
public void EnemyHit(GameObject enemy, Vector3 bulletPos, Quaternion bulletRot) { GameMaster.Instance.Freeze(freezeDuration); if (freezeDuration < .15f) { freezeDuration += addFreezeDuration; } if (ReadWriteSaveManager.Instance.GetData("CanFlash", true, false)) { var flashInst = Instantiate(flashObj, bulletPos, Quaternion.identity); Destroy(flashInst.gameObject, .25f); GameMaster.Instance.ChangeBackColor(colorNum); if (colorNum < .35f) { colorNum += .05f; } } AudioManager.Instance.Play("EnemyHit", hitPitch); hitPitch += .05f; HomingEnemy homing = enemy.GetComponent <HomingEnemy>(); ShootingEnemy shooting = enemy.GetComponent <ShootingEnemy>(); SittingEnemy sitting = enemy.GetComponent <SittingEnemy>(); DashingEnemy dashing = enemy.GetComponent <DashingEnemy>(); if (homing) { scoreText.SetScore(addScoreHomingHit + addScoreStacking); comboUI.SetCounter(addScoreHomingHit + addScoreStacking, homing.transform.position); homing.DamageEnemy(); defeatedHoming = true; } else if (shooting) { scoreText.SetScore(addScoreShootingHit + addScoreStacking); comboUI.SetCounter(addScoreShootingHit + addScoreStacking, shooting.transform.position); shooting.DamageEnemy(); defeatedShooting = true; } else if (sitting) { scoreText.SetScore(addScoreSittingHit + addScoreStacking); comboUI.SetCounter(addScoreSittingHit + addScoreStacking, sitting.transform.position); sitting.DamageEnemy(); defeatedSitting = true; } else if (dashing) { int dashingAdd = dashing.GetAddScore(); scoreText.SetScore(addScoreDashingHit + addScoreStacking + dashingAdd); comboUI.SetCounter(addScoreDashingHit + addScoreStacking + dashingAdd, dashing.transform.position); dashing.DamageEnemy(); defeatedDashing = true; } addScoreStacking += 100; comboCounter++; GameMaster.Instance.SpongeCheckUnlock(comboCounter); GameMaster.Instance.BounceCheckUnlock(defeatedHoming, defeatedShooting, defeatedSitting, defeatedDashing); }
void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Enemy")) { IncreaseScale(); GameMaster.Instance.Freeze(freezeDuration); if (freezeDuration < .15f) { freezeDuration += addFreezeDuration; } if (ReadWriteSaveManager.Instance.GetData("CanFlash", true, false)) { var flashInst = Instantiate(flashObj, other.transform.position, Quaternion.identity); Destroy(flashInst.gameObject, .25f); GameMaster.Instance.ChangeBackColor(colorNum); if (colorNum < .35f) { colorNum += .05f; } } AudioManager.Instance.Play("EnemyHit", pitch); pitch += .05f; HomingEnemy homingEnemy = other.gameObject.GetComponent <HomingEnemy>(); ShootingEnemy shootingEnemy = other.gameObject.GetComponent <ShootingEnemy>(); SittingEnemy sittingEnemy = other.gameObject.GetComponent <SittingEnemy>(); DashingEnemy dashingEnemy = other.gameObject.GetComponent <DashingEnemy>(); if (homingEnemy) { scoreText.SetScore(addScoreHomingHit + addScoreStacking); comboUI.SetCounter(addScoreHomingHit + addScoreStacking, homingEnemy.transform.position); homingEnemy.DamageEnemy(); defeatedHoming = true; } else if (shootingEnemy) { scoreText.SetScore(addScoreShootingHit + addScoreStacking); comboUI.SetCounter(addScoreShootingHit + addScoreStacking, shootingEnemy.transform.position); shootingEnemy.DamageEnemy(); defeatedShooting = true; } else if (sittingEnemy) { scoreText.SetScore(addScoreSittingHit + addScoreStacking); comboUI.SetCounter(addScoreSittingHit + addScoreStacking, sittingEnemy.transform.position); sittingEnemy.DamageEnemy(); defeatedSitting = true; } else if (dashingEnemy) { int dashingAdd = dashingEnemy.GetAddScore(); scoreText.SetScore(addScoreDashingHit + addScoreStacking + dashingAdd); comboUI.SetCounter(addScoreDashingHit + addScoreStacking + dashingAdd, dashingEnemy.transform.position); dashingEnemy.DamageEnemy(); defeatedDashing = true; } addScoreStacking += 100; comboCounter++; GameMaster.Instance.SpongeCheckUnlock(comboCounter); GameMaster.Instance.BounceCheckUnlock(defeatedHoming, defeatedShooting, defeatedSitting, defeatedDashing); } if (other.CompareTag("Player")) { PlayerShooting playerShooting = other.GetComponent <PlayerShooting>(); if (playerShooting.isRecalling || playerShooting.canRecall) { shake.Shake(shakeDuration, shakeIntensity); AudioManager.Instance.Play("PlayerTriHit"); playerShooting.BulletHit(); Destroy(parentBul.gameObject); } } }