Inheritance: MonoBehaviour
Ejemplo n.º 1
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    public static EnemyGenerator CreateEnemyGenerator(GameScene gameScene, Dictionary <string, string> data)
    {
        var generator = new EnemyGenerator();

        generator.UseUnityPrefab = false;

        generator.Round             = data["Round"].ToInt32();
        generator.Prefab            = gameScene.EnemyFactory.TakeEnemyForType(data["Name"]);
        generator.IntervalTimeRange = new Vector2(data["MinIntervalTime"].ToFloat(), data["MaxIntervalTime"].ToFloat());
        generator.GenerateQuantity  = data["Count"].ToInt32();
        generator.InitialWaitTime   = data["InitialWaitTime"].ToFloat();

        generator.HPLimit        = data["HPLimit"].ToFloat();
        generator.DropMoney      = data["DropMoney"].ToInt32();
        generator.DropScore      = data["DropScore"].ToInt32();
        generator.MoveSpeed      = data["MoveSpeed"].ToFloat();
        generator.RotateSpeed    = data["RotateSpeed"].ToFloat();
        generator.AttackPower    = data["AttackPower"].ToFloat();
        generator.AttackDistance = data["AttackDistance"].ToFloat();
        generator.AttackSpeed    = data["AttackSpeed"].ToFloat();
        generator.Scale          = data["Scale"].ToFloat();
        generator.Reserve1       = data["Reserve1"];
        generator.Reserve2       = data["Reserve2"];
        generator.Reserve3       = data["Reserve3"];

        return(generator);
    }
Ejemplo n.º 2
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    // Use this for initialization
    void Start()
    {
        CurrentPosition = 100;
        LastPosition    = 100;

        //EnemySpeed = 0.05f;
        PlayerTarget  = GameObject.FindGameObjectWithTag("Player").transform;
        sGameManager  = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>();
        sSoundManager = GameObject.FindGameObjectWithTag("Sound Manager").GetComponent <SoundManager>();
        sNodeManager  = GameObject.FindGameObjectWithTag("Nodes").GetComponent <NodeManager>();
        sEnemyGen     = GameObject.FindGameObjectWithTag("Enemy Generator").GetComponent <EnemyGenerator>();

        CanFire = true;

        //if light no seekingnodes
        if (gameObject.CompareTag("Medium Enemy"))
        {
            eCurrentState = eEnemyState.SeekingNode;
            Health        = 3;
        }
        else if (gameObject.CompareTag("Enemy"))
        {
            eCurrentState = eEnemyState.Moving;
            Health        = 1;
        }
    }
Ejemplo n.º 3
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 // Start is called before the first frame update
 void Start()
 {
     gameManager     = gameObject.GetComponentsInParent <GameManager>()[0];
     enemyManager    = gameObject.transform.parent.gameObject.GetComponentInChildren <EnemyGenerator>();
     obstacleManager = GameObject.Find("ObstacleManager");
     releasedBalls   = new List <GameObject>();
 }
    /// <summary>
    /// Enemyの追加設定
    /// </summary>
    /// <param name="enemyGenerator"></param>
    public void AdditionalSetUpEnemy(EnemyGenerator enemyGenerator)
    {
        //引数で受け取った情報を変数に代入してスクリプト内で利用できるようにする
        this.enemyGenerator = enemyGenerator;

        Debug.Log("追加設定完了");
    }
Ejemplo n.º 5
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    void Start()
    {
        GameManager.Instance.WorldGenerator = this;

        lastChunkPosX    = -1;
        readyForChunks   = false;
        chunkWidth       = 50;
        chunkHeight      = 14;
        chunkShapes      = new List <BaseChunkShape>();
        biomes           = new List <BaseBiome>();
        chunkGenerator   = new ChunkGenerator();
        coinGenerator    = new CoinGenerator();
        powerupGenerator = new PowerupGenerator();
        enemyGenerator   = new EnemyGenerator();
        worldChunkPrefab = Resources.Load("WorldChunkPrefab");
        platformPrefab   = Resources.Load("Platform_Prefab");
        tilePrefab       = Resources.Load("Tile_Prefab");

        chunkShapes.Add(new FlatShape());
        chunkShapes.Add(new FlatShape2());
        chunkShapes.Add(new PowerupShape1());
        chunkShapes.Add(new GapyShape1());
        chunkShapes.Add(new GapyShape2());
        chunkShapes.Add(new ChrisShape1());

        biomes.Add(new GrassBiome());
        biomes.Add(new CaveBiome());
        biomes.Add(new StormyBiome());
        biomes.Add(new LavaCaveBiome());
        biomes.Add(new WesternBiome());

        GameManager.Instance.ResetGame();
    }
Ejemplo n.º 6
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 // Start is called before the first frame update
 void Start()
 {
     animator       = GetComponent <Animator>();
     source         = GetComponent <AudioSource>();
     enemyGenerator = GetComponentInParent <EnemyGenerator>();
     source.PlayOneShot(sounds[0]);
 }
Ejemplo n.º 7
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    // Start is called before the first frame update
    void Start()
    {
        this.time = -3;

        this.isPause = false;

        this.enemyGenerator = GameObject.Find("EnemyGenerator").GetComponent <EnemyGenerator>();
        this.player         = GameObject.FindGameObjectWithTag("Player");

        this.isStart = false;

        this.cntDownText      = GameObject.Find("CntDownText").GetComponent <Text>();
        this.cntDownText.text = (-this.time + 0.5f).ToString("F0");

        //ジャイロを使えるようにする
        Input.gyro.enabled = true;


        this.audioSource = GetComponent <AudioSource>();
        this.asTap       = GameObject.Find("AudioSource_Tap").GetComponent <AudioSource>();
        this.nextAC_i    = 3;


        DontDestroyOnLoad(this);
    }
Ejemplo n.º 8
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 private void Start()
 {
     currentZone     = 1;
     _enemyGenerator = GetComponent <EnemyGenerator>();
     _enemyGenerator.Generate(currentZone, EnemiesOnZone1);
     LaraDialog(0);
 }
Ejemplo n.º 9
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 void Awake()
 {
     uiController         = GameObject.Find("UI Root").GetComponent <UIController>();
     colors               = GameObject.Find("Colors");
     enemyGenerator       = GameObject.Find("EnemyGenerator").GetComponent <EnemyGenerator>();
     backgroundController = GameObject.Find("Background").GetComponent <BackgroundController>();
 }
Ejemplo n.º 10
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        public static void Play(Player player)
        {
            int   fightNum = 1;
            bool  runAway  = false;
            Enemy enemy    = EnemyGenerator.GenerateEnemy();

            while (player.IsAlive && !runAway)
            {
                Console.WriteLine($"You met a {enemy.Name} (HP: {enemy.HitPoints}).");
                Console.WriteLine($"Your remaining HP: {player.HP}");
                Console.WriteLine();

                Console.Write("Fight? (y/n)\n>> ");

                if (Console.ReadLine().ToLower() == "n")
                {
                    runAway = true;
                    ConsoleHelper.WriteRedLine("\nYou ran away!");
                    break;
                }

                ConsoleHelper.WriteYellowBackgroundLine($"\nFight #{fightNum++}");

                if (Fight(player, enemy))
                {
                    enemy = EnemyGenerator.GenerateEnemy();
                }
            }
        }
Ejemplo n.º 11
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    /// <summary>
    /// エネミーの初期設定
    /// </summary>
    /// <param name="target"></param>
    /// <param name="enemyGenerator"></param>
    public void SetUpEnemy(GameObject target, EnemyGenerator enemyGenerator, bool isBoss)
    {
        this.target         = target;
        this.enemyGenerator = enemyGenerator;
        this.isBoss         = isBoss;
        gameMaster          = GameObject.Find("GameMaster").GetComponent <GameMaster>();
        anime = GetComponent <Animator>();

        //敵の初期Hp、100からgameLevelが1上がる毎に20ずつ増加
        hp = 80 + GameLevel.instance.gameLevel * 20;
        enemyHpBar.value = 1.0f;
        transform.LookAt(target.transform);

        //ボスの場合
        if (isBoss == true)
        {
            //敵のサイズを3倍にする
            gameObject.transform.localScale = gameObject.transform.localScale * 3;

            //ボスの初期HP設定 500からgameLevelが1上がる毎に100ずつ増加
            hp = 400 + GameLevel.instance.gameLevel * 100;
        }

        maxHp = hp;
    }
Ejemplo n.º 12
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    public override void OnInspectorGUI()
    {
        EnemyGenerator obj = target as EnemyGenerator;

        //基本設定
        obj.gen_Only_Flying  = EditorGUILayout.Toggle("Gen_Only_Flying", obj.gen_Only_Flying);
        obj.parent           = (Transform)EditorGUILayout.ObjectField("Parent", obj.parent, typeof(Transform), true);
        obj.generator_Parent = (Transform)EditorGUILayout.ObjectField("GeneratorParent", obj.generator_Parent, typeof(Transform), true);
        EditorGUILayout.Space();
        obj.start_Gen_Distance_From_Camera = EditorGUILayout.FloatField("Start_Gen_Distance", obj.start_Gen_Distance_From_Camera);
        obj.num            = EditorGUILayout.IntField("Num", obj.num);
        obj.span           = EditorGUILayout.FloatField("Span", obj.span);
        obj.position_Noise = EditorGUILayout.Vector2Field("Position_Noise", obj.position_Noise);

        //生成後の移動操作
        obj.is_Controlle_Move = EditorGUILayout.Toggle("Controlle_Move", obj.is_Controlle_Move);
        if (obj.is_Controlle_Move)
        {
            obj.x_Move            = EditorGUILayout.CurveField("X_Move", obj.x_Move);
            obj.y_Move            = EditorGUILayout.CurveField("Y_Move", obj.y_Move);
            obj.is_End_And_Delete = EditorGUILayout.Toggle("End_And_Delete", obj.is_End_And_Delete);
        }

        EditorUtility.SetDirty(obj);
    }
Ejemplo n.º 13
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 // Use this for initialization
 void Start()
 {
     try
     {
         text                = GameObject.Find("Text").GetComponent <Text>();
         animator            = Unitychan.GetComponent <Animator>();
         rb                  = Unitychan.GetComponent <Rigidbody>();
         Enemy0_scripts      = Enemy0.GetComponent <Animation1>();
         Enemy1_scripts      = Enemy1.GetComponent <Animation5>();
         Light_scripts       = LightManager.GetComponent <Animation2>();
         Sword_scripts       = SwordManager.GetComponent <Animation3>();
         Player_scripts      = Player.GetComponent <Animation4>();
         Camera_scripts      = Camera.GetComponent <Animation4>();
         UnityChan_scripts   = Unitychan.GetComponent <Opening_UnityChan>();
         EnemyMaster_scripts = EnemyMaster.GetComponent <EnemyGenerator>();
         opening             = true;
         countdown           = false;
         playing             = false;
         gameover            = false;
         clear               = false;
     }
     catch (Exception e)
     {
         Debug.Log("exception");
     }
 }
Ejemplo n.º 14
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 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
 }
Ejemplo n.º 15
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 // Start is called before the first frame update
 void Start()
 {
     enemy_Generator        = this.gameObject.GetComponent <EnemyGenerator>();
     is_dead_gameManager    = false;
     this.next_step         = STEP.PLAY;
     this.guistyle.fontSize = 30;
 }
Ejemplo n.º 16
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	void Start () {
		sInstance = this;
		mHomeChildList = homePanelGrid.GetChildList ();
		mEnemyDataList = EnemyDataDao.Instance.QueryEnemyDataList();
		mHomeChildList.Reverse ();
		SetGenerateIntervalTime ();
	}
Ejemplo n.º 17
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    private void InitChild(Vector3 position, Vector3 velocity, Quaternion rotation)
    {
        EnemyDataParameter circleData = GetComponent <EnemyData>().GetData();

        circleData.currentLevel = childLevel;
        EnemyGenerator.GenerateCircle(circleData, position, velocity, rotation);
    }
Ejemplo n.º 18
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    protected virtual void Awake()
    {
        try
        {
            var ini = new INIParser();
            ini.Open(Application.dataPath + "/Config.txt");
            this.InitialMoney           = ini.ReadValue("Debug", "InitialMoney", this.InitialMoney);
            this.CenterBuilding.HPLimit = ini.ReadValue("Debug", "CenterHPLimit", this.CenterBuilding.HPLimit);
            this.CurrentRound           = ini.ReadValue("Debug", "StartRound", this.CurrentRound);
        }
        catch (System.Exception) { }

        Initialize();

        try
        {
            var info = new FileInfo(Application.dataPath + "/Generator.csv");
            var text = File.ReadAllText(info.FullName, Encoding.UTF8);
            var data = FunctionExtension.CSVReader(text);
            this.CSVGeneratorsList = new List <EnemyGenerator>();
            foreach (var item in data)
            {
                this.CSVGeneratorsList.Add(EnemyGenerator.CreateEnemyGenerator(this, item));
            }
        }
        catch (System.Exception)
        {
            this.CSVGeneratorsList = null;
        }
    }
Ejemplo n.º 19
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 // Use this for initialization
 void Start()
 {
     enemyGenerator = GetComponent <EnemyGenerator>();
     enemyAmount    = enemyGenerator.GetTotalEnemyAmount();
     enemies        = new List <GameObject>();
     shootTimer     = 0;
     totalAmout     = enemyGenerator.TotalEnemies();
 }
Ejemplo n.º 20
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 // Use this for initialization
 void Start()
 {
     atkType.startSelection = true;
     player     = FindObjectOfType <GameControl>();
     enemy      = FindObjectOfType <EnemyGenerator>();
     playerTurn = true;
     startLine  = 0;
 }
Ejemplo n.º 21
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 void Start()
 {
     generatorScript = generator.GetComponent <EnemyGenerator>();
     castleScript    = castle.GetComponent <CastleScript>();
     winTextObj.SetActive(false);
     winTime = timerToWin;
     StartCoroutine(PlayStartAnim());
 }
Ejemplo n.º 22
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 protected override IEnumerator SpawnEnemies(List <SpawnData> dataList)
 {
     foreach (var spawnData in dataList)
     {
         EnemyGenerator.GeneratePolygon(spawnData.enemyData, spawnData.position, Vector3.zero, Quaternion.identity);
     }
     yield return(null);
 }
Ejemplo n.º 23
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 void Start()
 {
     // EnemyGenerator を取得しておき、まずは敵の生成をしない。
     m_enemyGenerator = GetComponent <EnemyGenerator>();
     m_enemyGenerator.StopGeneration();
     AddScore(0);
     scorepoint = 0;
 }
Ejemplo n.º 24
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 void Awake()
 {
     renderBody       = gameObject.GetComponent <SpriteRenderer>();
     spriteNormal     = renderBody.sprite;
     navMeshAgent     = GetComponent <NavMeshAgent>();
     generatorManager = FindObjectOfType <GeneratorManager>();
     enemyGenerator   = FindObjectOfType <EnemyGenerator>();
 }
Ejemplo n.º 25
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 protected override IEnumerator SpawnEnemies(List <SpawnData> dataList)
 {
     foreach (var spawnData in dataList)
     {
         EnemyGenerator.GenerateTriangle(spawnData.enemyData, spawnData.position, Vector3.zero, spawnData.rotation);
         yield return(new WaitForSeconds(offsetTimer));
     }
     yield return(null);
 }
Ejemplo n.º 26
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    // Use this for initialization
    void Start()
    {
        enemyGenerator = FindObjectOfType<EnemyGenerator>();
        areaGenerator = FindObjectOfType<AreaGenerator>();
        backgroundGenerator = FindObjectOfType<ParallaxController>();
        player = FindObjectOfType<PlayerController>();

        Load(levels[defaultLevelNo]);
    }
Ejemplo n.º 27
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    void Start()
    {
        m_enemyGenerator = FindObjectOfType <EnemyGenerator>();
        m_maxEnemy       = m_enemyGenerator.MaxEnemy;

        m_resultTextController = FindObjectOfType <ResultTextController>();
        m_powerTextController  = FindObjectOfType <PowerTextController>();
        m_buttonController     = FindObjectOfType <ButtonController>();
    }
Ejemplo n.º 28
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    void Start()
    {
        // EnemyGenerator を取得しておき、まずは敵の生成をしない。
        m_enemyGenerator = GetComponent <EnemyGenerator>();
        m_enemyGenerator.StopGeneration();

        m_playerCounter = GetComponent <PlayerCounter>();
        AddScore(0);
    }
Ejemplo n.º 29
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    void Start()
    {
        GameObject EnemiesFolder = new GameObject();

        EnemiesFolder.transform.SetParent(transform);
        EnemiesFolder.name = "Enemies";
        Invoke("spread", 1.5f);
        enemyGenerator = GetComponent <EnemyGenerator> ();
    }
Ejemplo n.º 30
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 // Use this for initialization
 void Start()
 {
     if (Instance != null)
     {
         return;
     }
     Instance = this;
     Init();
 }
 // Start보다 앞서 실행되는 함수입니다. 싱글톤 패턴을 간략하게 구현했습니다.
 private void Awake()
 {
     if (inst != null)
     {
         Destroy(inst);
     }
     inst = this;
     DontDestroyOnLoad(this);
 }
Ejemplo n.º 32
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        private void Awake()
        {
            //protectedObject = Instantiate(protectedObjectPrefab).GetComponent<ProtectedObjectController>();

            enemyGenerator          = Instantiate(enemyGeneratorPrefab);
            enemyGeneratorComponent = enemyGenerator.GetComponent <EnemyGenerator>();

            StartCoroutine(GameLoop());
        }
Ejemplo n.º 33
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 public void Initialize()
 {
     GameObject obj = GameObject.Find("EnemyGenerator");
     if (obj == null)
     {
         Debug.LogError("null");
         return;
     }
     enemyGenerator = obj.GetComponent<EnemyGenerator>();
     Score.Initialize();
     state = State.Wait;
     stateTimer = 0;
 }
Ejemplo n.º 34
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	// Use this for initialization
	void Start () {
		if (flaggedAsteroids == null)
			flaggedAsteroids = new SortedList<int, AsteroidData>();

		asteroids = new SortedList<int, Asteroid>();
		asteroidIndex = -1;

		chunkx = Mathf.FloorToInt (transform.position.x/128);
		chunky = Mathf.FloorToInt (transform.position.y/128);

		gen = transform.parent.GetComponentInChildren<AsteroidGenerator>();
		eGen = transform.parent.GetComponentInChildren<EnemyGenerator>();

		chunkSeed = gen.levelSeed+chunkx+chunky*chunkSize;
	}
Ejemplo n.º 35
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	// Use this for initialization
	void Start () {
		asteroidGen = gameObject.GetComponentInChildren<AsteroidGenerator>();
		enemyGen = gameObject.GetComponentInChildren<EnemyGenerator>();
		//enabled = player = GameObject.FindGameObjectWithTag("Player");
		
		float t = 0 - Time.realtimeSinceStartup;

		asteroidGen.levelSeed = levelSeed;
       

		initializedChunks = new Chunk[levelSize, levelSize];
		Load ();
		t += Time.realtimeSinceStartup;

		if(boss) {
			EnemyMotherShip eship = Instantiate(bossprefab, new Vector2(0, 200), Quaternion.identity) as EnemyMotherShip;
			//DontDestroyOnLoad(eship);
			//print (eship.name);
		}

        UnityEngine.Random.seed = levelSeed;
        float r, g, b;
        r = UnityEngine.Random.Range(0.2f, 0.3f);
        g = UnityEngine.Random.Range(0.2f, 0.3f);
        b = UnityEngine.Random.Range(0.2f, 0.3f);
        asteroidGen.baseColor = new Color(r,g,b);

        if (clouds)
        {
            clouds.material.SetColor("_MultColor", new Color(UnityEngine.Random.Range(0.7f, 1), 
                UnityEngine.Random.Range(0.7f, 1), UnityEngine.Random.Range(0.7f, 1), 
                UnityEngine.Random.Range(0.2f, 0.3f)));
            clouds.material.SetColor("_AddColor", new Color(UnityEngine.Random.Range(0.4f, 1), UnityEngine.Random.Range(0.4f, 1), UnityEngine.Random.Range(0.4f, 1),0));
        }

			//print ("Loaded Chunks in: " + t);

        ShipBuilder.instance.SpawnShip();
	}
Ejemplo n.º 36
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 void Awake()
 {
     enemyGenerator  =   GameObject.Find("EnemyGenerator").GetComponent<EnemyGenerator>();
     spr             =   GetComponent<SpriteRenderer>();
     currMoveTime    =   GameLogic.Instance.enemyMoveTime;
 }
Ejemplo n.º 37
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 // Use this for initialization
 void Start()
 {
     eg = GameObject.Find("EnemySpawner").GetComponent<EnemyGenerator>();
     s = GameObject.Find("score").GetComponent<Score>();
 }
Ejemplo n.º 38
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 /// <summary>
 /// Gets the abilities and enemy generator items in the hiarchy and updates the store
 /// </summary>
 void Start()
 {
     abilityManager = GameObject.FindObjectOfType<AbilityManager>();
     enemyGenerator = GameObject.FindObjectOfType<EnemyGenerator>();
     UpdateStore();
 }
Ejemplo n.º 39
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 void Start()
 {
     txtLives.text = "Lives: " + lives;
     eg = GameObject.Find("EnemySpawner").GetComponent<EnemyGenerator>();
 }
Ejemplo n.º 40
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 /// <summary>
 /// Insantiates an enemy. Given the type, will determine which prefab and position
 /// to place the enemy at. Places the enemy randomly in the maze somewhere it does
 /// not collide with cubes.
 /// </summary>
 /// <param name="enemy">Type of enemy to generate.</param>
 /// <returns>Enemy transform that was instantiated, so user can apply further
 /// changes as appropriate.</returns>
 public Transform SpawnEnemy(EnemyGenerator.EnemyType enemy)
 {
     Vector3 center = GetCenter(_maxWidth, _maxDepth);
     float posX = center.x +
                          ((float)((Maze.rnd.NextDouble() - 0.5) * 2.0) *
                          ((float)(Width * 0.5) - (float)((StandardRoomCubes)Cubes).WallDepth));
     float posY = center.z +
                  ((float)((Maze.rnd.NextDouble() - 0.5) * 2.0) *
                  ((float)(Height * 0.5) - (float)((StandardRoomCubes)Cubes).WallDepth));
     Vector3 enemyPos = new Vector3(posX, 0.2f, posY);
     return InstantiateEnemy(enemyPos, enemy, _scalar);
 }
Ejemplo n.º 41
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        /// <summary>
        /// Places an enemy in the room at the given floor position. Assumes
        /// that the Y-coordinate is zero, and will lift the enemy up to
        /// accomodate for that.
        /// </summary>
        /// <param name="position">Floor position to place enemy at.</param>
        /// <param name="e">Type of enemy to spawn</param>
        /// <param name="scalar">Value to scale 1 block size to.</param>
        private Transform InstantiateEnemy(Vector3 position, EnemyGenerator.EnemyType e, float scalar)
        {
            Transform enemy = null;
            Vector3 enemy_pos = Vector3.zero;
            switch(e)
            {
            case EnemyGenerator.EnemyType.skeleton:
                enemy = skeleton;
                enemy_pos = position + new Vector3(0.0f, skeleton.GetComponent<CharacterController>().height * skeleton.localScale.y, 0.0f);
                break;

            case EnemyGenerator.EnemyType.spider:
                enemy = spider;
                enemy_pos = position + new Vector3(0.0f, spider.GetComponent<CharacterController>().height * spider.localScale.y, 0.0f);
                break;

            case EnemyGenerator.EnemyType.zombie:
                enemy = zombie;
                enemy_pos = position + new Vector3(0.0f, zombie.GetComponent<CharacterController>().height * zombie.localScale.y, 0.0f);
                break;
            case EnemyGenerator.EnemyType.skeletonBoss:
                enemy = skeletonBoss;
                enemy_pos = position + new Vector3(0.0f, skeletonBoss.GetComponent<CharacterController>().height * skeletonBoss.localScale.y, 0.0f);
                break;
            case EnemyGenerator.EnemyType.spiderBoss:
                enemy = spiderBoss;
                enemy_pos = position + new Vector3(0.0f, spiderBoss.GetComponent<CharacterController>().height * spiderBoss.localScale.y, 0.0f);
                break;
            case EnemyGenerator.EnemyType.zombieBoss:
                enemy = zombieBoss;
                enemy_pos = position + new Vector3(0.0f, zombieBoss.GetComponent<CharacterController>().height * zombieBoss.localScale.y, 0.0f);
                break;
            default:
                Debug.Log ("ERROR!");
                break;
            }

            Transform et = (Transform)
                MonoBehaviour.Instantiate(enemy, enemy_pos * scalar, Quaternion.identity);
            et.transform.parent = objHolder.transform;
            return et;
        }
Ejemplo n.º 42
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 void Awake()
 {
     instance = this;
 }
Ejemplo n.º 43
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 void Awake()
 {
     if (!instance)
         instance = this;
 }
Ejemplo n.º 44
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 void Awake()
 {
     Instance = this;
 }