Beispiel #1
0
 void SpawnEnemy(Enums.EnemyType _enemyType)
 {
     for (int i = 0; i < enemiesAvailable[_enemyType].Count; i++)
     {
         if (!enemiesAvailable[_enemyType][i].activeInHierarchy)
         {
             enemiesAvailable[_enemyType][i].transform.position = spawnPoint.position;
             enemiesAvailable[_enemyType][i].transform.rotation = spawnPoint.rotation;
             enemiesAvailable[_enemyType][i].SetActive(true);
             numberOfEnemiesAlive++;
             EnemiesAlive.Add(enemiesAvailable[_enemyType][i]);
             return;
         }
     }
 }
Beispiel #2
0
        /// <summary>
        ///     Konstruktor
        /// </summary>
        /// <param name="type">Typ enum wroga.</param>
        protected Enemy(Enums.EnemyType type)
        {
            Id     = GameParameters.Id++;
            IsDead = false;
            Type   = type;

            switch (type)
            {
            case Enums.EnemyType.Biochem:
                Speed          = GameConst.EnemySpeed;
                RemainingLifes = GameConst.BiochemLifes;
                Fill           = CreateImageBrush(GameConst.EnemyBiochem);
                break;

            case Enums.EnemyType.Emo:
                Speed          = GameConst.EnemySpeed;
                RemainingLifes = GameConst.EmoLifes;
                Fill           = CreateImageBrush(GameConst.EnemyEmo);
                break;

            case Enums.EnemyType.Human:
                Speed          = GameConst.EnemySpeed;
                RemainingLifes = GameConst.HumanLifes;
                Fill           = CreateImageBrush(GameConst.EnemyHuman);
                break;

            case Enums.EnemyType.Matphys:
                Speed          = GameConst.EnemySpeed;
                RemainingLifes = GameConst.MatphysLifes;
                Fill           = CreateImageBrush(GameConst.EnemyMatphys);
                break;

            case Enums.EnemyType.Janitor:
                Speed          = GameConst.EnemySpeed;
                RemainingLifes = GameConst.JanitorLifes;
                Fill           = CreateImageBrush(GameConst.EnemyJanitor);
                break;

            default:
                throw new NotImplementedException();
            }
            SetRandomPosition();
            StartTimer();
        }
Beispiel #3
0
    public void Init(EnemyConfig config)
    {
        enemyType = config.type;

        name = config.name;

        health = new Health();
        health.Init(config.health);
        mana = new Mana();
        mana.Init(config.mana);
        action = new Action();
        action.Init(config.action);

        deck = new CombatDeck();
        deck.Init(config.deck);
        deck.Shuffle();

        currentHand    = new CombatHand();
        discardHand    = new CombatHand();
        exileHand      = new CombatHand();
        appliedEffects = new Dictionary <Enums.AppliedEffect, int>();
        isDead         = false;
    }
Beispiel #4
0
 public WaveBurst(Enums.EnemyType _enemyType, int _count, float _rate)
 {
     enemyType = _enemyType;
     count     = _count;
     rate      = _rate;
 }