Beispiel #1
0
    private void Awake()
    {
        camPointNumber    = -1;
        nextMovePointHero = -1;

        SearchDestroyCopySingletonOrThisCreateInstance();

        m_HeroPawn      = FindObjectOfType <HeroPawn>();
        m_HeroTransform = m_HeroPawn.gameObject.GetComponent <Transform>();
        m_HeroPawn.fakeSwordCollider.enabled = false;

        m_Camera     = Camera.main;
        camTransform = m_Camera.gameObject.transform;

        GetWeaponOffValue();
        CurrentWeaponHero = WeaponHero.Sword;

        foreach (EnemyRoom er in enemyInRoom)
        {
            foreach (GameObject go in er.enemyGO)
            {
                er.enemyPW.Add(go.GetComponentInChildren <EnemyPawn>());
                er.enemyPWGO.Add(er.enemyPW[er.enemyPW.Count - 1].gameObject);
                go.SetActive(false);
            }
        }

        levelOfComplexity = PlayerPrefs.HasKey("LevelOfComplexity") ? PlayerPrefs.GetFloat("LevelOfComplexity") : 0.75f;

        weaponLightingPrefab    = Resources.Load("WeaponMagicLightingCircle") as GameObject;
        weaponLightingGO        = Instantiate(weaponLightingPrefab);
        weaponLightingTransform = weaponLightingGO.transform;
        weaponLightingRB        = weaponLightingGO.GetComponent <Rigidbody2D>();
        weaponLightingGO.SetActive(false);

        weaponWaterBallPrefab = Resources.Load("WeaponMagicWaterBall") as GameObject;
        weaponFireBallPrefab  = Resources.Load("WeaponMagicFireBall") as GameObject;
        weaponIceBallPrefab   = Resources.Load("WeaponMagicIceBall") as GameObject;
    }
Beispiel #2
0
    public void ChangeWeaponHero(WeaponHero m_WeaponHero)
    {
        CurrentWeaponHero = m_WeaponHero;

        GUIManager.Instance.ShowAndHideWeaponChoice(false);

        if (CurrentGameMode == GameMode.PlayerTurn)
        {
            switch (CurrentWeaponHero)
            {
            case WeaponHero.Sword:
                StartCoroutine(WeaponSword());
                break;

            case WeaponHero.Lighting:
                StartCoroutine(WeaponMagic(weaponWaterBallPrefab, true));
                break;

            case WeaponHero.WaterBall:
                StartCoroutine(WeaponMagic(weaponWaterBallPrefab, false));
                break;

            case WeaponHero.FireBall:
                StartCoroutine(WeaponMagic(weaponFireBallPrefab, false));
                break;

            case WeaponHero.IceBall:
                StartCoroutine(WeaponMagic(weaponIceBallPrefab, false));
                break;

            default:
                StartCoroutine(WeaponSword());
                break;
            }
        }
    }