Beispiel #1
0
 void allSoldierOnGroundFindPath()
 {
     for (int i = 0; i < soldierPool.live.Count; i++)
     {
         ASoldier soldier = soldierPool.live[i] as ASoldier;
         if (soldier.mSoldierBody.state == ASoldierBody.State_Walking ||
             soldier.mSoldierBody.state == ASoldierBody.State_Climbing ||
             soldier.mSoldierBody.state == ASoldierBody.State_Jumping)
         {
             soldier.pathFind();
         }
     }
 }
Beispiel #2
0
    public static ASoldier createSoldier(Vector3 pos)
    {
        ASoldier soldier = Res.createFromPool(MainRes.soldierPool) as ASoldier;

        if (soldier == null)
        {
            return(null);
        }
        soldier.transform.position = pos;
        soldier.addToScene();
        soldier.addToGroup(Groups.enemyAll);
        return(soldier);
    }
Beispiel #3
0
    public static bool createAndDeploySoldier(Vector3 pos)
    {
        if (!canProduceSoldier)
        {
            return(false);
        }
        ASoldier soldier = createSoldier(pos);

        if (soldier == null)
        {
            return(false);
        }
        soldier.deploy();
        return(true);
    }
Beispiel #4
0
 void allSoldierCheer()
 {
     for (int i = 0; i < soldierPool.live.Count; i++)
     {
         ASoldier soldier = soldierPool.live[i] as ASoldier;
         if (soldier.mSoldierBody.state == ASoldierBody.State_Walking)
         {
             soldier.mSoldierBody.Action_Cheer();
         }
         if (soldier.mSoldierBody.state == ASoldierBody.State_Climbing)
         {
             soldier.nextPointAction = soldier.mSoldierBody.Action_Cheer;
         }
     }
 }
Beispiel #5
0
    public void randomCreateSoldier()
    {
        Transform createSoldierObj = transform.Find("soldierPoint");

        if (transform.position.x < -limitMaxRange || transform.position.x > limitMaxRange || (transform.position.x > -limitMinRange && transform.position.x < limitMinRange))
        {
            return;
        }
        if (timerInterval != -1)
        {
            timer += Time.deltaTime;
            if (timer >= timerInterval)
            {
                timerInterval = -1;
                ASoldier.createAndDeploySoldier(createSoldierObj.transform.position + soldierOffset);
            }
        }
        else//timer restart
        {
            timerInterval = minInterval + Random.value * maxInterval;
            timer         = 0;
        }
    }
Beispiel #6
0
 public void getKnowOther()
 {
     soldier     = belongToObj as ASoldier;
     soldierBody = soldier.mSoldierBody;
 }
Beispiel #7
0
 public void getKnowOther()
 {
     soldier   = belongToObj as ASoldier;
     parachute = soldier.mParachute;
 }
 void initStatic()
 {
     ActionGroup.initStatic(20);
     Stage.init();
     ASoldier.initStatic();
 }