public static void createRandomEntities() { var rank = GameStageRankService.props(); if (!resouce_num.ContainsKey(rank)) { throw new KeyNotFoundException(); } var resouces = resouce_num[rank]; var object_num = (new Random()).Next(resouces.Item1, resouces.Item2 + 1); var tresure_num = (new Random()).Next(resouces.Item3, resouces.Item4 + 1); /* * Debug.Log("FieldObjectService.createRandomEntities : resouces :" + resouces); * Debug.Log("FieldObjectService.createRandomEntities : object_num :" + object_num); * Debug.Log("FieldObjectService.createRandomEntities : tresure_num :" + tresure_num); */ Debug.Log("FieldObjectService.createRandomEntities : tresure_num :" + tresure_num); for (var i = 1; i <= object_num; i += 1) { //Debug.Log("FieldObjectService.createRandomEntities : object_num :" + i); FieldObjectEntityFactory.createRandomEntity(); } for (var i = 1; i <= tresure_num; i += 1) { //Debug.Log("FieldObjectService.createRandomEntities : tresure_num :" + i); createEntity(FieldObjectID.TreasureBox); } }
public static EnemyEntity createRandomEntity() { var rank = GameStageRankService.enemy(); //rankLog(rank); if (!base_resources.ContainsKey(rank)) { throw new KeyNotFoundException(); } var resouces = base_resources[rank]; var rand = resouces.RandomAt(); //var entity = (Entity)ObjectPoolService.takeOut(sgffu.ObjectPool.Type.Item, rand.Key); //if (entity == null) { entity = createEntity(rank, rand.Key); } var entity = createEntity(rank, rand.Key); entity.rank = rank; entity.game_object = createGameObject(entity); entity.game_object.SetActive(false); EnemyController con = entity.game_object.GetComponent <EnemyController>(); con.id = entity.id; con.entity = entity; return(entity); }
public static void roomBgmCheck() { // ゲームステージランクサービスからランクもらう var rank = RankService.bgm(); //Debug.Log("BGM Rank:" + rank); // ランクが変わってなければ終了 if (now_rank == rank) { return; } // ランクにあわせたEntityを取得 var entity = Factory.get(rank); //Debug.Log("BGM Load: " + entity.clip.name); // サブの曲を入れ替え bgm_set(entity.clip, bgm_sub_id); // 入れ替え後のサブの曲を開始 bgm_start(bgm_sub_id, 0f); // BGMクロスフェード開始(メインを小さく、サブを大きく)(メインとサブを入れ替え) bgm_cross_fade(); }
/* * public static FieldObjectEntity create( * FieldObjectID entity_type = FieldObjectID.None, * int size = 0, * Vector3? offset_position = null, * string prefab_path = "" * ) { * EffectiveFloorEntity pos = EffectiveFloorService.rand(size); * if (pos == null) { return null; } * * //Debug.Log("FieldObjectEntityFactory.create: id: " + id); * FieldObjectEntity entity = new FieldObjectEntity { * id = entity_id, * type = entity_type, * position = pos.position + (offset_position ?? Vector3.zero), * //pos_x = pos.pos_x, * //pos_z = pos.pos_z, * size = size, * prefab_path = prefab_path, * }; * //Debug.Log("FieldObjectEntityFactory.create: entity.pos: " + entity.pos_x + ", " + entity.pos_z); * * entity.game_object = Object.Instantiate(Resources.Load(entity.prefab_path, typeof(GameObject))) as GameObject; * //entity.game_object.transform.position = new Vector3(entity.pos_x, 0.5f, entity.pos_z); * entity.game_object.transform.position = entity.position; * entity.game_object.transform.Rotate(pos.rotation); * * entity_id += 1; * * setupInventory(entity); * return entity; * } */ public static FieldObjectEntity createRandomEntity() { var rank = GameStageRankService.props(); if (!base_resources.ContainsKey(rank)) { throw new KeyNotFoundException(); } var resouces = base_resources[rank]; var rand = resouces.RandomAt(); //var entity = (Entity)ObjectPoolService.takeOut(sgffu.ObjectPool.Type.Item, rand.Key); //if (entity == null) { entity = createEntity(rank, rand.Key); } var entity = createBlank(rand.Key); setupInventory(entity); setupRandomPosition(entity); return(entity); }
public static EquipEntity createRandomEntity() { var rank = GameStageRankService.item(); if (!base_resources.ContainsKey(rank)) { throw new KeyNotFoundException(); } var resouces = base_resources[rank]; //var rand = resouces.RandomAt(); var rand = resouces.RandomAt(); //var entity = (Entity)ObjectPoolService.takeOut(sgffu.ObjectPool.Type.Item, rand.Key); //if (entity == null) { entity = createEntity(rank, rand.Key); } var entity = createEntity(rank, rand.Key); entity.game_object = createGameObject(entity, Vector3.zero); entity.game_object.SetActive(false); return(entity); }