Beispiel #1
0
    // 소환 해제.
    private void    unsummonBeast()
    {
        if (this.beast == null)
        {
            return;
        }

        this.summon_time += Time.deltaTime;

        string     beast_name = this.beast.GetComponent <chrController>().name;
        GameObject go         = GameObject.Find(beast_name);

        if (go != null)
        {
            GameObject.Destroy(go);
        }

        this.beast = null;

        this.summon_time = 0.0f;

        //Debug.Log("[CLIENT] Unsummon beast:" + beast_name);

        this.state = SUMMON_STATE.INTERVAL;
    }
Beispiel #2
0
    // 소환수를 소환
    public void             summonBeast(string beast_name)
    {
        do
        {
            if (this.beast != null)
            {
                break;
            }

            if (beast_name == "")
            {
                break;
            }

            string avator_name   = "Beast_" + beast_name;
            string behavior_name = "chrBehaviorBeast_" + beast_name;

            chrController chr = CharacterRoot.getInstance().summonBeast(avator_name, behavior_name);

            if (chr == null)
            {
                break;
            }

            this.beast = chr.behavior;

            this.beast.control.cmdSetPositionAnon(this.getLocalPlayer().control.getPosition() + Vector3.back * 4.0f);

            this.summon_time = 0.0f;

            this.state = SUMMON_STATE.APPEAR;

            //Debug.Log("[CLIENT] Summon beast:" + beast_name);
        } while(false);
    }
Beispiel #3
0
    void    Update()
    {
        // 쿼리 갱신.
        this.update_queries();


        // 소환수 처리.
        switch (this.state)
        {
        case SUMMON_STATE.INTERVAL:
        {
            this.summon_time += Time.deltaTime;

            if (this.summon_time > SUMMON_INTERVAL)
            {
                this.state = SUMMON_STATE.CHECK_APPEAR;
            }
        }
        break;

        case SUMMON_STATE.CHECK_APPEAR:
        {
            // 소환수 출현 체크.
            this.checkSummonBeast();
        }
        break;

        case SUMMON_STATE.APPEAR:
        {
            // 소환수 해제 체크.
            this.summon_time += Time.deltaTime;

            if (this.summon_time > SUMMON_INTERVAL)
            {
                this.unsummonBeast();
            }
        }
        break;
        }

        if (this.beast == null)
        {
        }
        else
        {
        }
    }
Beispiel #4
0
	void	Update()
	{
		// 쿼리 갱신.
		this.update_queries();


		// 소환수 처리.
		switch (this.state) {

			case SUMMON_STATE.INTERVAL:
			{
				this.summon_time += Time.deltaTime;
				
				if (this.summon_time > SUMMON_INTERVAL) {
					this.state = SUMMON_STATE.CHECK_APPEAR;
				}
			}
			break;

			case SUMMON_STATE.CHECK_APPEAR:
			{
				// 소환수 출현 체크.
				this.checkSummonBeast();
			}
			break;

			case SUMMON_STATE.APPEAR:
			{
				// 소환수 해제 체크.
				this.summon_time += Time.deltaTime;
				
				if (this.summon_time > SUMMON_INTERVAL) {
					
					this.unsummonBeast();
				}	
			}
			break;
		}

		if (this.beast == null) {

		}
		else {

		}
	}
Beispiel #5
0
	// 소환 해제.
	private void	unsummonBeast()
	{
		if (this.beast == null) {
			return;
		}

		this.summon_time += Time.deltaTime;

		string beast_name = this.beast.GetComponent<chrController>().name;
		GameObject go = GameObject.Find(beast_name);
		if (go != null) {

			GameObject.Destroy(go);
		}

		this.beast = null;

		this.summon_time = 0.0f;

		//Debug.Log("[CLIENT] Unsummon beast:" + beast_name);

		this.state = SUMMON_STATE.INTERVAL;
	}
Beispiel #6
0
	// 소환수를 소환
	public void		summonBeast(string beast_name)
	{

		do {

			if(this.beast != null) {

				break;
			}

			if(beast_name == "") {

				break;
			}

			string		avator_name   = "Beast_" + beast_name;
			string		behavior_name = "chrBehaviorBeast_" + beast_name;

			chrController	chr = CharacterRoot.getInstance().summonBeast(avator_name, behavior_name);

			if(chr == null) {

				break;
			}
			
			this.beast = chr.behavior;

			this.beast.control.cmdSetPositionAnon(this.getLocalPlayer().control.getPosition() + Vector3.back*4.0f);

			this.summon_time = 0.0f;

			this.state = SUMMON_STATE.APPEAR;

			//Debug.Log("[CLIENT] Summon beast:" + beast_name);

		} while(false);
	}