public virtual void Init(int id, int lv, int EquipAtk, int EquipMtk, int EquipDef, int EquipMef) //計算機中的玩家 { JobData = global::JobData.GetData(id); IsAI = false; IsTeamMember = true; Lv = lv; Name = JobData.GetName(); MaxHP = Mathf.RoundToInt(JobData.HP * (1 + (lv - 1) * 0.1f)); CurrentHP = MaxHP; _atk = Mathf.RoundToInt(JobData.ATK * (1 + (lv - 1) * 0.1f)); _def = Mathf.RoundToInt(JobData.DEF * (1 + (lv - 1) * 0.1f)); _mtk = Mathf.RoundToInt(JobData.MTK * (1 + (lv - 1) * 0.1f)); _mef = Mathf.RoundToInt(JobData.MEF * (1 + (lv - 1) * 0.1f)); _agi = Mathf.RoundToInt(JobData.AGI * (1 + (lv - 1) * 0.1f)); _sen = Mathf.RoundToInt(JobData.SEN * (1 + (lv - 1) * 0.1f)); _mov = JobData.MOV; EquipATK = EquipAtk; EquipDEF = EquipDef; EquipMTK = EquipMtk; EquipMEF = EquipMef; Camp = CampEnum.Partner; SkillData.RootObject skillData; for (int i = 0; i < JobData.SkillList.Count; i++) { skillData = SkillData.GetData(JobData.SkillList[i]); } }
private void Awake() { if (gameObject.layer == 8) { camp = CampEnum.Alliance; gameCampData = GameDataManager.Instance.AllianceCampData; enemy_Camp = CampEnum.Empire; } else { camp = CampEnum.Empire; gameCampData = GameDataManager.Instance.EmpireCampData; enemy_Camp = CampEnum.Alliance; } enemy_CampName = enemy_Camp.ToString(); campName = camp.ToString(); Collider[] colliders = Physics.OverlapSphere(transform.position, 500, 1 << LayerMask.NameToLayer("Mine")); MinePos = new Vector3[colliders.Length]; for (int i = 0; i < colliders.Length; ++i) { MinePos[i] = colliders[i].transform.position; } GameDataManager.Instance.Production_Judgment += Production_Judgment; productUnit_Next = UnitTypeEnum.Harvester.ToString(); StartCoroutine(Enumerable()); EventManager.Instance.Subscribe(GameEventEnum.AI_BattleUnitToGenerate, CommandArmy); }
bool IsStart; //是否开始采矿 public MiningState(Vector3 centerPosition, CampEnum camp, bool isPlayerCamp) { State_ID = StateID.Mining; CenterPosition = centerPosition; IsPickedMine = false; IsStart = false; _camp = camp; IsPlayerCamp = isPlayerCamp; }
public void ChangeGoldCount(int value, CampEnum campEnum, bool IsPlayerCamp) { if (campEnum == CampEnum.Alliance) { AllianceCampData.Gold_Count += value; } else { EmpireCampData.Gold_Count += value; } }
public void ChangeCampScore(int value, CampEnum campEnum) { if (campEnum == CampEnum.Alliance) { AllianceCampData.Camp_Score += value; } else { EmpireCampData.Camp_Score += value; } }
public void ChangeMineCount(int value, CampEnum campEnum, bool IsPlayerCamp) { if (campEnum == CampEnum.Alliance) { AllianceCampData.Mine_Count += value; } else { EmpireCampData.Mine_Count += value; } if (IsPlayerCamp) { mineNumChange(playerCampData.Mine_Count); } else { Production_Judgment(); } }
protected override void Init() { base.Init(); if (null != GetComponent <TrollDrawLine>()) { trollDrawLine = GetComponent <TrollDrawLine>(); } GameMapManager.UnitData UnitData = GameMapManager.Instance.GetUnitData(gameObject.tag); if (UnitData.object_UnitName != "") { Object_UnitName = EnumChange <GameUnitName> .StringToEnum(UnitData.object_UnitName); Object_Camp = EnumChange <CampEnum> .StringToEnum(UnitData.object_Camp); Object_UnitType = EnumChange <UnitTypeEnum> .StringToEnum(UnitData.object_UnitType); Object_HP = UnitData.object_HP; Max_HP = UnitData.object_HP; Object_Radius = UnitData.unit_Radius; if (Object_Camp == GameMapManager.Instance.PlayerCamp) { IsPlayerCamp = true; } else { IsPlayerCamp = false; } } if (IsPlayerCamp) { gameObject.AddComponent <HighlightableObject>(); highlightable = GetComponent <HighlightableObject>(); } else { StartCoroutine(StartAI()); } Is_AI = !IsPlayerCamp; }
public virtual void Init(int id, int lv) //for enemy { EnemyData = global::EnemyData.GetData(id); IsAI = true; IsTeamMember = false; Lv = lv; Name = EnemyData.Name; HPQueue = new Queue <int>(EnemyData.HPList); MaxHP = Mathf.RoundToInt(HPQueue.Dequeue() * (1 + (lv - 1) * 0.1f)); CurrentHP = MaxHP; _atk = Mathf.RoundToInt(EnemyData.ATK * (1 + (lv - 1) * 0.1f)); _def = Mathf.RoundToInt(EnemyData.DEF * (1 + (lv - 1) * 0.1f)); _mtk = Mathf.RoundToInt(EnemyData.MTK * (1 + (lv - 1) * 0.1f)); _mef = Mathf.RoundToInt(EnemyData.MEF * (1 + (lv - 1) * 0.1f)); _agi = Mathf.RoundToInt(EnemyData.AGI * (1 + (lv - 1) * 0.1f)); _sen = Mathf.RoundToInt(EnemyData.SEN * (1 + (lv - 1) * 0.1f)); _mov = EnemyData.MOV; EquipATK = EnemyData.Equip_ATK; EquipDEF = EnemyData.Equip_DEF; EquipMTK = EnemyData.Equip_MTK; EquipMEF = EnemyData.Equip_MEF; Camp = CampEnum.Enemy; }
public void Init(TeamMember member, int lv) //for player { IsAI = false; IsTeamMember = true; Lv = lv; Name = member.Data.GetName(); MaxHP = member.MaxHP; CurrentHP = member.CurrentHP; MaxMP = member.MaxMP; CurrentMP = member.CurrentMP; _atk = member.ATK; _def = member.DEF; _mtk = member.MTK; _mef = member.MEF; _agi = member.AGI; _sen = member.SEN; _mov = member.MOV; EquipATK = member.Weapon.ATK; EquipDEF = member.Armor.DEF; EquipMTK = member.Weapon.MTK; EquipMEF = member.Armor.MEF; Camp = CampEnum.Partner; JobData = member.Data; if (!member.FoodBuff.IsEmpty) { FoodBuff = member.FoodBuff; } int id; SkillData.RootObject skillData; Skill skill; foreach (KeyValuePair <int, int> item in member.SkillDic) { id = item.Key; skillData = SkillData.GetData(id); skill = SkillFactory.GetNewSkill(skillData, this, item.Value); //if (!PriorityList.Contains(skill.Data.Priority)) //{ // PriorityList.Add(skill.Data.Priority); //} SkillList.Add(skill); } foreach (KeyValuePair <int, int> item in member.SpellCardDic) { id = item.Key; skillData = SkillData.GetData(id); skill = SkillFactory.GetNewSkill(skillData, this, item.Value); //if (!PriorityList.Contains(skill.Data.Priority)) //{ // PriorityList.Add(skill.Data.Priority); //} SpellCardList.Add(skill); } }