private void SpawnEnemy(GameObject EnemyPrefab) { //-->수정할거(2탄에서 무한으로 게임하려고 임시로 추가) GameObject EnmeyObj = Instantiate(EnemyPrefab, m_SwawnPoint.position, m_SwawnPoint.rotation) as GameObject; if (m_bInfiniteMode && GameManager.m_nRound > m_Waves.Length) { EnemyMGR EnmeyScript = EnmeyObj.GetComponent <EnemyMGR>(); EnemyMGR.m_bInfiniteMode = true; float fHP = EnemyPrefab.GetComponent <EnemyMGR>().m_fStartHealth *m_nInfiniteMode; float fSpeed = EnemyPrefab.GetComponent <EnemyMGR>().m_fStartSpeed + m_nInfiniteMode / 4; //EnmeyScript.m_fHealth = fHP; //EnmeyScript.m_fInfiniteModeHP = fHP; //EnmeyScript.m_fSpeed = fSpeed; EnmeyScript.SetInfEnemyStats(fHP, fSpeed); } else { EnemyMGR.m_bInfiniteMode = false; } //<--수정할거(2탄에서 무한으로 게임하려고 임시로 추가) }
void Damage(Transform Enemy) { EnemyMGR TempObj = Enemy.GetComponent <EnemyMGR>(); if (TempObj != null) { TempObj.TakeDamage(m_nDamage); } }
private void LockOnTargert() { Vector3 vDir = m_Target.position - transform.position; Quaternion lookRotation = Quaternion.LookRotation(vDir); if (m_PartToRotate != null) { Vector3 vRotation = Quaternion.Lerp(m_PartToRotate.rotation, lookRotation, Time.deltaTime * m_fTrunSpeed).eulerAngles; m_PartToRotate.rotation = Quaternion.Euler(0f, vRotation.y, 0f); } m_EnemyMGR = m_Target.GetComponent <EnemyMGR>(); }
public void Init() { GameSceneMGR.createManager(); AndroidMGR.createManager(); SoundMGR.createManager(); SpriteMGR.createManager(); PatternMGR.createManager(); MoveMGR.createManager(); PlayerMGR.createManager(); EnemyMGR.createManager(); StatMGR.createManager(); BulletMGR.createManager(); PlayerBulletMGR.createManager(); }
private void Start() { m_Target = WayPointMGR.WayPointList[0]; m_EnemyMGR = gameObject.GetComponent <EnemyMGR>(); }