void Start() { Error(); if (node) { spawn = node.GetComponent <spawnSoul> (); if (!spawn) { Debug.LogError("spawn (node) is null (pathFinding)"); } StartCoroutine(WaitStart()); InvokeRepeating("UpdateTarget", timeStart, timeRepeat); } enemy = GetComponent <enemyController> (); if (!enemy) { Debug.LogError("enemy (enemyController) is null (pathFinding)"); } rotate = transform.eulerAngles.z; isStart = false; path = new List <tileMap.Node> (); open = new List <tileMap.Node> (); close = new List <tileMap.Node> (); }
// Use this for initialization void Start() { if (GetComponent <enemyController>() is enemyController) { thisController = GetComponent <enemyController>(); } }
// Awake func. void Awake() { if (instance == null) { instance = this; } }
void Start() { GameObject enemyControllerObject = GameObject.FindWithTag("enemyController"); if (enemyControllerObject != null) { con = enemyControllerObject.GetComponent <enemyController> (); } else { Debug.Log("找不到tag为enemyController的对象"); } if (con == null) { Debug.Log("找不到 enemyController 脚本"); } GameObject gameControllerObject = GameObject.FindWithTag("gameController"); if (gameControllerObject != null) { game = gameControllerObject.GetComponent <gameController>(); } else { Debug.Log("找不到tag为GameController的对象"); } if (game == null) { Debug.Log("找不到 GameController 脚本"); } }
public void killEnemy(int enemyIndex) { enemyController enemy = enemyParty[enemyIndex].GetComponent <enemyController>(); coinsWon += enemy.coinsDropped; EXPEarned += enemy.EXPValue; skillPointsGained += enemy.skillPointValue; determineDrops(enemy); foreach (GameObject target in targetsList) { Destroy(target); } numTargets = 0; targets.Remove(enemy.gameObject); Destroy(enemyParty[enemyIndex]); enemyParty.RemoveAt(enemyIndex); numEnemies--; if (numEnemies == 0) { endBattle(); } loadTargets(); }
void OnTriggerEnter2D(Collider2D other) { Obstacle obstacle = other.GetComponent <Obstacle>(); enemyController enemy = other.GetComponent <enemyController>(); if (obstacle != null) // if other is an obstacle, the folowing will play the correct sound clip and play the impact effect for the bullet. And make the obstacle take damage { Vector3 sound; sound.x = 0; sound.y = 0; sound.z = 0; AudioSource.PlayClipAtPoint(impactSound, sound, 0.7f); GameObject impact = Instantiate(impactEffect, transform.position, transform.rotation); obstacle.TakeDamage(damage); Destroy(gameObject); Destroy(impact, 0.05f); } if (enemy != null) // if other is an enemy, the folowing will play the correct sound clip and play the impact effect for the bullet. And make the enemy take damage { Vector3 sound; sound.x = 0; sound.y = 0; sound.z = 0; AudioSource.PlayClipAtPoint(impactSound, sound, 0.7f); GameObject impact = Instantiate(impactEffect, transform.position, transform.rotation); enemy.TakeDamage(damage); Destroy(gameObject); Destroy(impact, 0.05f); } }
private int index; //Seçili indis değerini tutacağız. void Awake() //Tetikleyici Metot instance yoksa oluşturuyor. { if (instance == null) //objemizin değeri null ise referansını this ile veriyoruz. { instance = this; } }
void Start() { currentHealth = maxHealth; healthBar.SetMaxHealth(maxHealth); activateRagdoll = GetComponent <ActivateRagdoll>(); enemyController = GameObject.FindGameObjectWithTag("enemy").GetComponent <enemyController>(); damageOverlay = GameObject.Find("DamageOverlay").GetComponent <CanvasGroup>(); PlayerCanDie = true; }
void Start() { enemyCont = GetComponent <enemyController>(); if (enemyCont == null) { this.gameObject.AddComponent <enemyController>(); } playerPos = GameControllerManager.getGameControllerManager().getPlayer().transform; }
//public bool isFlyer; //this is a statemachine that is attached to the enraged animation - it now handles movement toward the player. // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { playerPos = GameObject.FindGameObjectWithTag("Player").transform; enemy = animator.GetComponent <enemyController>(); if (enemy.isFlyer == true) { enemy.SetGravity(0f); } }
public void createEnemy() { GameObject e = Instantiate(enemy, new Vector2(transform.position.x, transform.position.y - 1.0f), Quaternion.identity); enemyController enemyController = e.GetComponent <enemyController> (); enemyController.go(xSpeed, ySpeed); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { enemy = animator.GetComponent <enemyController>(); enemy.RunPatrolWait(); enemy.RunFlipWait(); if (enemy.isFlyer == true) { enemy.SetGravity(0f); } }
// Start is called before the first frame update void Start() { rb = gameObject.GetComponent <Rigidbody>(); render = gameObject.GetComponent <Renderer>(); anim = gameObject.GetComponentInChildren <Animator>(); player = GameObject.FindGameObjectWithTag("Player"); NavMesh = GetComponent <NavMeshAgent>(); controller = GetComponent <enemyController>(); getat = GameObject.FindGameObjectWithTag("Player").GetComponent <Attacking>(); }
public void determineDrops(enemyController enemy) { for (int i = 0; i < enemy.drops.Length; i++) { float random = Random.Range(0, 100); if (random <= enemy.dropRates[i]) { drops.Add(enemy.drops[i]); } } }
void OnCollisionEnter(Collision col) { if (col.gameObject.tag == "Enemy") { // Insert damage logic enemyController enemycontroller = col.gameObject.GetComponent <enemyController>(); enemycontroller.takeDamage(bulletDamage); } Destroy(this.gameObject); }
private void OnTriggerEnter(Collider hitInfo) { enemyController enemy = hitInfo.GetComponent <enemyController>(); if (enemy != null) { enemy.takeDamage(damage); } Debug.Log(hitInfo.name); Destroy(gameObject); }
// Update is called once per frame void Update() { if (timer <= 0f) { enemyController mob = Instantiate(spawningMob, this.transform); mob.target = player.transform; //Debug.Log("Mob Spawned"); timer = 15f; } timer -= Time.deltaTime; }
//start function, gets enemy parent, sets damage, and the attack and fire rates void Start() { thisEnemy = GetComponentInParent <enemyController>(); damage = 0; attackRate = 1.0f; //fire rate is set to 0.5. nextAttack = attackRate; //next shot is set to the fire rate. fireRate = 1.0f; //fire rate is set to 0.5. nextShot = attackRate; //next shot is set to the fire rate. }
//public bool startRoof; // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { enemy = animator.GetComponent <enemyController>(); if (enemy.startOnRoof == false) { enemy.SetGravity(1f); enemy.RunIdleWait(); enemy.RunFlipWait(); } else { enemy.SetGravity(-1f); } }
//detects if hit an enemy, and tells the enemyController how much damage to take void OnTriggerEnter2D(Collider2D hitInfo) { enemyController enemy = hitInfo.GetComponent <enemyController>(); bossController boss = hitInfo.GetComponent <bossController>(); if (enemy != null) { enemy.TakeDamage(totalDamage); } else if (boss != null) { boss.TakeDamage(totalDamage); } }
void spawn() { if (skeletorList.Count <= 20) { GameObject newSkeletor = Instantiate(skeletor, m_current_transform.position + new Vector3(0.0f, 0.0f, -5.0f), skeletor.transform.rotation); skeletorList.Add(newSkeletor); //newSkeletor.transform.position = target.position; newSkeletor.name = "Spawned Skeletor"; Rigidbody enemyRigidbody = newSkeletor.GetComponent <Rigidbody> (); enemyController eC = newSkeletor.GetComponent <enemyController> (); eC.startEnemy(); eC.target = target.transform; } }
void Start() { ec = parent.GetComponent<enemyController>(); //make a new box collider that's the size of parent objects (the enemy) current one attackArea = GetComponent<BoxCollider2D>(); Vector2 newSize = new Vector2(parent.GetComponent<BoxCollider2D>().size.x * 3/4, parent.GetComponent<BoxCollider2D>().size.y); //offset is used to make sure the new collider is facing in front of the object offset = 1; if (ec.facing()) offset = -1; Vector2 newOffset = new Vector2(attackArea.size.x * offset, 0.0f); attackArea.size = newSize; attackArea.offset = newOffset; }
// Use this for initialization void Start() { gm = GameObject.FindGameObjectWithTag("GameController"); playerGO = GameObject.FindGameObjectWithTag("Player"); playerT = playerGO.transform; eC = GetComponentInParent <enemyController> (); damage = weapon.weaponDamageAmount; //fireRate = weapon.fireRate; countDown = Random.Range(shotTimerMin, shotTimerMax); enemyClipAmount = originalClipAmount; doReload = false; }
void OnTriggerStay(Collider other) { // Debug.Log(other.gameObject); // Change to a bool. if (other.gameObject.tag == "enemy") { // Debug.Log(other.gameObject); // Change to a bool. weaponColliding = true; // Get the enemy being struck enemy_controller = other.gameObject.GetComponentInParent <enemyController>(); enemy_controller.hitEnemy(swordDamage, swingNum); int hitPoints = enemy_controller.getHitPoints(); Debug.Log(hitPoints); } else { weaponColliding = false; } }
void OnCollisionEnter(Collision other) { // フィールドオブジェクトにあたった場合跳ね返る if (other.gameObject.tag == "NotBreakObject") { Velocity = Vector3.Reflect(Velocity, new Vector3(-1f, 0f, 0f)); } // if if (other.gameObject.tag == "Enemy" && State == ITEM_SHOOT_STATE.SHOOT) { enemyController ec = other.collider.GetComponent("enemyController") as enemyController; ec.Velocity = new Vector3(-0.1f, 0.1f, 0.1f); } if (other.gameObject.tag == "ItemShoot") { Destroy(other.gameObject); } }
void OnTriggerExit(Collider coll) { //Debug.Log(coll.gameObject.tag); if (coll.gameObject.tag == "Bolt" || coll.gameObject.tag == "enemyBullet") { Destroy(coll.gameObject); } else if (coll.gameObject.tag == "enemy") { GameObject go = GameObject.Find("enemy"); if (go != null) { m_enemyController = go.GetComponent <enemyController>(); m_enemyController.SetEnemyStatus(false); } Destroy(coll.gameObject); } }
// Update is called once per frame void Update() { if (timerSpawn.ElapsedMilliseconds > timeSpawn * 1000) { if (typeNME == "buff") { enemyController temp = Instantiate(enemyPrefab1, this.gameObject.transform.position, Quaternion.identity); temp.player = player; temp.destinations = wayPoints; } else if (typeNME == "kamikaze") { enemyController temp = Instantiate(enemyPrefab2, this.gameObject.transform.position, Quaternion.identity); temp.player = player; temp.destinations = wayPoints; } DestroyImmediate(this.gameObject); } }
private void Start() { enemyCont = GetComponent <enemyController>(); if (enemyCont == null) { enemyCont = this.gameObject.AddComponent <enemyController>(); Debug.LogWarning("Te has dejau de poner el enemyController crack"); } playerPos = GameControllerManager.getGameControllerManager().getPlayer().transform; if (Random.Range(0f, 1.0f) >= 0.5) { signRand = 1; } else { signRand = -1; } totalTime = Random.Range(0f, 10f); }
private IEnumerator BasicAttack() { damage = 10; canAttack = false; canMove = false; //Attack Animation anim.SetBool("isPunching", true); //Send raycast to get objects in line RaycastHit2D hit; if (direction == 1) { hit = Physics2D.Raycast(transform.position + new Vector3(0, 1, 0), transform.right, attackRange, layermask); } else { hit = Physics2D.Raycast(transform.position + new Vector3(0, -1, 0), -transform.right, attackRange, layermask); } if (hit.collider != null) { if (hit.collider.tag == "Enemy") { //my enemy controller for now enemyController enemy = hit.collider.GetComponent <enemyController>(); enemy.HP -= damage; //can I implement knockback? enemy.GetComponentInParent <Rigidbody2D>().AddForce(direction * knockback); } } attackTimer = Time.fixedTime + attackSpeed; while (attackTimer > Time.fixedTime) { yield return(null); } anim.SetBool("isPunching", false); canAttack = true; canMove = true; yield return(null); }
void Update() { if (Input.GetButtonDown("Fire1")) { RaycastHit hit; if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, Mathf.Infinity) && hit.collider.tag == "Enemy") { Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * 100, Color.green); Instantiate(explosionPrefab, hit.point, Quaternion.identity); enemyController enemyController = hit.collider.GetComponent <enemyController> (); if (enemyController != null) { enemyController.takeDamage(1); } } else { Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * 100, Color.green); } } }
// Might have to queue up the damage. void OnTriggerEnter(Collider other) { // Debug.Log(other.gameObject); // Debug.Log(other.gameObject.tag); if (other.gameObject.tag == "enemy" || other.gameObject.tag == "enemy_col") { Debug.Log(other); // Change to a bool. // Get the enemy being struck enemyController enemy_controller = other.gameObject.GetComponentInParent <enemyController>(); if (enemy_controller.checkForActiveFrames()) { takeDamage(enemy_controller.attackDamage()); // gotHit = true; // enemyDamage = enemy_controller.attackDamage(); // enemy_controller.unTriggerColliders(); } } else if (other.gameObject.tag == "duck") // Just for fun. Fix it. { Vector3 duckVelocity = other.gameObject.transform.forward * duckVel; other.gameObject.transform.rotation = this.transform.rotation; other.gameObject.GetComponent <CharacterController>().Move(duckVelocity * Time.deltaTime); } }