public static void Life() { life l = new life(); l.GetMammal(); l.GetHoofed(); l.GetAnimal(); l.GetBird(); }
void OnCollisionEnter2D(Collision2D coll) { if (coll.gameObject.tag == "Player") { life vidaEnemy = coll.gameObject.GetComponent <life>(); coll.gameObject.GetComponent <Player>().charm = true; vidaEnemy.ApplyDamage(damage); DestroyObject(gameObject); } }
// Start is called before the first frame update void Start() { playerHP = this; doodles = GetComponentsInChildren <Image>(); foreach (Image image in doodles) { image.enabled = false; } }
/// <summary> /// Constructor that include a new default position /// </summary> /// <param name="nx"></param> /// <param name="ny"></param> Entity(int nx, int ny) { Status = life.alive; position = new POS(); position.x = nx; position.y = ny; HP = 10; STM = 10; HPMax = 10; STMMax = 10; }
/// <summary> /// Basic Constructor /// </summary> Entity() { Status = life.alive; position = new POS(); position.x = 0; position.y = 0; HP = 10; STM = 10; HPMax = 10; STMMax = 10; }
/// <summary> /// Constructor that include a new default position /// </summary> /// <param name="nx"></param> /// <param name="ny"></param> public Entity(int nx, int ny, string nn) : this(nn) { Status = life.alive; position = new POS(); position.x = nx; position.y = ny; HP = 10; STM = 10; HPMax = 10; STMMax = 10; }
/// <summary> /// Basic Constructor /// </summary> public Entity(string nn) { name = nn; Status = life.alive; position = new POS(); position.x = 0; position.y = 0; HP = 10; STM = 10; HPMax = 10; STMMax = 10; }
void OnTriggerStay2D(Collider2D coll) { if (coll.tag == "Enemy" && Enemy != null) { if (Input.GetButtonDown("Attack") && !anime.GetCurrentAnimatorStateInfo(0).IsName("Blend Tree")) { GameObject temp = Instantiate(hitPrefab) as GameObject; temp.transform.position = swordHit.position; life vidaEnemy = coll.gameObject.GetComponent <life> (); vidaEnemy.ApplyDamage(basicDamage); } } }
void OnCollisionEnter2D(Collision2D coll) { if (coll.gameObject.tag == "Enemy") { foreach (ContactPoint2D contact in coll.contacts) { GameObject temp = Instantiate(hitPrefab) as GameObject; temp.transform.position = contact.point; } life vidaEnemy = coll.gameObject.GetComponent <life>(); vidaEnemy.ApplyDamage(damage); } }
void OnCollisionEnter2D(Collision2D coll) { if (coll.gameObject.tag == "Player") { foreach (ContactPoint2D contact in coll.contacts) { GameObject temp = Instantiate(hitPrefab) as GameObject; temp.transform.position = contact.point; } if (!coll.gameObject.GetComponent <Player>().defense) { vidaEnemy = coll.gameObject.GetComponent <life>(); vidaEnemy.ApplyDamage(damage); } DestroyObject(gameObject); } }
void Start() { // 1. 声明一个水果类,具有如下成员:颜色,名称,重量。 // 2. 声明一个苹果类继承自水果类,实例化一个1斤重的红色苹果。 red_apple = new apple(); red_apple.name = "red apple"; red_apple.color = "red"; red_apple.weight = 1.0f; //3. 随机实例化10个0.1到1.5斤重的红色苹果,求出这些苹果的总重量。 furit[] red_apples00 = new furit[10]; float n = 0f; for (int i = 0; i < red_apples00.Length; ++i) { red_apples00[i] = new apple(); red_apples00[i].name = "red apple"; red_apples00[i].color = "red"; red_apples00[i].weight = Random.Range(0.1f, 1.5f); n += red_apples00[i].weight; } Debug.Log("这些苹果的总重量:" + n); //4. 已知绿色苹果8元/斤,红色苹果12元/斤,实例化5个0.5到1.8斤重的绿苹果,实例化6个0.2到1.2斤重的红苹果。求这些苹果的总价钱。 furit[] red_apples01 = new furit[6]; float n1 = 0f; for (int i = 0; i < red_apples01.Length; ++i) { red_apples01[i] = new apple(); red_apples01[i].name = "red apple"; red_apples01[i].color = "red"; red_apples01[i].weight = Random.Range(0.2f, 1.2f); n1 += red_apples01[i].weight; } //Debug.Log(n1); furit[] green_apples01 = new furit[5]; float n2 = 0f; for (int i = 0; i < green_apples01.Length; ++i) { green_apples01[i] = new apple(); green_apples01[i].name = "green apple"; green_apples01[i].color = "green"; green_apples01[i].weight = Random.Range(0.5f, 1.8f); n2 += green_apples01[i].weight; } //Debug.Log(n2); float money = 0f; money = n1 * 12f + n2 * 8f; Debug.Log("这些苹果的总价钱:" + money); //5. 白白喜欢吃的水果有苹果,桔子。巫巫喜欢吃的水果有苹果,西瓜。淡淡喜欢吃的水果有樱桃,哈密瓜。小猴子最喜欢吃的水果有香蕉。请声明数组存储三个人类和一只猴子。 furit[] furits = new furit[6]; furits[0] = new apple(); furits[0].name = "apple"; furits[0].color = "red color"; furits[1] = new oringe(); furits[1].name = "oringe"; furits[1].color = "oringe color"; furits[2] = new watermelon(); furits[2].name = "watermelon"; furits[2].color = "green color"; furits[3] = new melon(); furits[3].name = "melon"; furits[3].color = "green color"; furits[4] = new cherry(); furits[4].name = "cherry"; furits[4].color = "pink color"; furits[5] = new banana(); furits[5].name = "banana"; furits[5].color = "yellow color"; life[] lifes = new life[4]; lifes[0] = new baibai(); lifes[0].name = "baibai"; lifes[0].favourite01 = furits[0]; lifes[0].favourite02 = furits[1]; lifes[1] = new wuwu(); lifes[1].name = "wuwu"; lifes[1].favourite01 = furits[0]; lifes[1].favourite02 = furits[2]; lifes[2] = new dandan(); lifes[2].name = "dandan"; lifes[2].favourite01 = furits[3]; lifes[2].favourite02 = furits[4]; lifes[3] = new monkey(); lifes[3].name = "monkey"; lifes[3].favourite01 = furits[5]; lifes[3].favourite02 = furits[5]; // 6. 遍历数组,打印出白白喜欢吃的水果的名称和颜色。 // 7. 遍历数组,打印数组里非人类喜欢吃的水果的名称和颜色。 for (int i = 0; i < lifes.Length; ++i) { if (lifes[i].name == "baibai") { Debug.Log("白白喜欢吃的水果的名称:" + lifes[i].favourite01.name + "和" + lifes[i].favourite02.name); Debug.Log("白白喜欢吃的水果的颜色:" + lifes[i].favourite01.color + "和" + lifes[i].favourite02.color); } if (lifes[i] is human == false) { Debug.Log("非人类喜欢吃的水果的名称:" + lifes[i].favourite01.name + "和" + lifes[i].favourite02.name); Debug.Log("非人类喜欢吃的水果的颜色:" + lifes[i].favourite01.color + "和" + lifes[i].favourite02.color); } } //8. 已知白白最好的朋友是巫巫,巫巫最好的朋友是淡淡,淡淡最好的朋友是小猴子,小猴子最好的朋友是白白,打印出白白的好朋友的好朋友的好朋友喜欢吃的水果的名称和颜色。 lifes[0].friend = lifes[1]; lifes[1].friend = lifes[2]; lifes[2].friend = lifes[3]; lifes[3].friend = lifes[0]; Debug.Log("白白的好朋友的好朋友的好朋友喜欢吃的水果的名称是:" + lifes[0].friend.friend.friend.favourite01.name + "和" + lifes[0].friend.friend.friend.favourite02.name); Debug.Log("白白的好朋友的好朋友的好朋友喜欢吃的水果的颜色是:" + lifes[0].friend.friend.friend.favourite01.color + "和" + lifes[0].friend.friend.friend.favourite02.color); }
/// <summary> /// Decides weather or not the charcter is dead should probly only be called during a modHP call /// </summary> public void Kill() { if(HP <= 0) { Status = life.dead; } }
// Start is called before the first frame update void Start() { //题目2 Fruit a = new Fruit(); a = new Apple(); a.SetWeight(1); //题目3 Fruit[] b = new Fruit[10]; float[] weight = new float[10]; float sum = 0; for (int n = 0; n < b.Length; n++) { b[n] = new Apple(); weight[n] = Random.Range(0.1f, 1.5f); b[n].SetWeight((float)weight[n]); sum += weight[n]; } Debug.Log(sum); //题目4 Fruit[] c = new Fruit[5]; float[] weight2 = new float[5]; float money_green = 0; for (int n = 0; n < c.Length; n++) { b[n] = new Apple(); weight2[n] = Random.Range(0.5f, 1.8f); b[n].SetWeight((float)weight2[n]); money_green += (weight2[n] * 8); } Fruit[] d = new Fruit[6]; float[] weight3 = new float[6]; float money_red = 0; for (int n = 0; n < d.Length; n++) { b[n] = new Apple(); weight3[n] = Random.Range(0.2f, 1.2f); b[n].SetWeight((float)weight3[n]); money_red += (weight3[n] * 12); } float money_sum = money_green + money_red; Debug.Log(money_sum); life[] e = new life[4]; e[0] = new human(); e[1] = new human(); e[2] = new human(); e[3] = new animal(); e[0].name = "Baibai"; e[1].name = "Wuwu"; e[2].name = "Dandan"; e[3].name = "Houzi"; e[0].favouritefruit = new Fruit[2]; e[0].favouritefruit[0] = new Apple(); e[0].favouritefruit[1] = new Orange(); e[1].favouritefruit = new Fruit[2]; e[1].favouritefruit[0] = new Apple(); e[1].favouritefruit[1] = new Watermelon(); e[2].favouritefruit = new Fruit[2]; e[2].favouritefruit[0] = new Cherry(); e[2].favouritefruit[1] = new Hamigua(); e[3].favouritefruit = new Fruit[1]; e[3].favouritefruit[0] = new Banana(); //遍历数组 寻找出叫白白的? 打印出白白喜欢吃的水果的名称和颜色。 颜色?? for (int n = 0; n < e[0].favouritefruit.Length; n++) { e[0].favouritefruit[n].Getname(); } //遍历数组, 寻找非人类???怎么找??? 打印数组里非人类喜欢吃的水果的名称和颜色。 for (int n = 0; n < e[3].favouritefruit.Length; n++) { e[3].favouritefruit[n].Getname(); } e[0].friend = e[1]; e[1].friend = e[2]; e[2].friend = e[3]; e[3].friend = e[0]; for (int n = 0; n < e[0].friend.friend.friend.favouritefruit.Length; n++) { e[0].friend.friend.friend.favouritefruit[n].Getname(); } }
/// <summary> /// Decides weather or not the charcter is dead should probly only be called during a modHP call /// </summary> public void Kill() { if(HP <= 0) { Status = life.dead; Console.WriteLine(name + " Is Dead"); } }
void Awake() { agenteNM = GetComponent <NavMeshAgent>(); vida = GetComponent <Vida>(); vidaJogador = GameObject.FindWithTag("Player").GetComponent <Vida>(); }