Ejemplo n.º 1
0
        private void BattleAwake()
        {
            Assert.IsTrue(_killExpTable.Data.Count == MaxLevel);
            Assert.IsTrue(_killGoldTable.Data.Count == MaxLevel);
            Assert.IsTrue(_hpTable.Data.Count == MaxLevel);
            Assert.IsTrue(_expTable.Data.Count == MaxLevel);

            Teammates  = new List <Player>();
            Status     = new PlayerStatus(_jobStatus);
            PlayerInfo = new PlayerInfo(this);
            FixSpd     = new ReactiveCollection <FixSpd>();

            Hp         = new Hp(HpTable[0]);
            Exp        = new Exp(ExpTable[0]);
            Level      = new Level(1, MaxLevel);
            Gold       = new Gold(0, MaxGold);
            KillCount  = new ReactiveProperty <int>(0);
            DeathCount = new ReactiveProperty <int>(0);

            Core = new Core(this);
            Core.Register(CoreType.Speed, _speedCoreInfo, _speedCoreEffect);
            Core.Register(CoreType.Hp, _hpCoreInfo, _hpCoreEffect);
            Core.Register(CoreType.Attack, _attackCoreInfo, _attackCoreEffect);
            Core.Register(CoreType.Critical, _criticalCoreInfo, _criticalCoreEffect);
            Core.Register(CoreType.Heal, _healCoreInfo, _healCoreEffect);

            Movement = new PlayerMovement(this, Core);
            Movement.SetMaxFallVelocity(-11.0f);

            DamageReactor = new DamageReactor(this);
        }
Ejemplo n.º 2
0
        void Awake()
        {
            Movement = new EnemyMovement();
            Movement.SetMoveForce(Spd);
            Movement.SetJumpForce(400.0f);
            State         = new CharacterState();
            StateTransfer = new StateTransfer(_initState, _animator);
            Hp            = new Hp(_enemyData.Hp);
            Debuff        = new Debuff(transform);
            Debuff.Register(DebuffType.Stun, _stunEffect);
            Debuff.Register(DebuffType.Heavy, _heavyEffect);
            Debuff.Register(DebuffType.Slow, _slowEffect);
            Debuff.Register(DebuffType.Slip, _slipEffect);
            Debuff.Register(DebuffType.Ice, _iceEffect);

            FixSpd = new ReactiveCollection <FixSpd>();

            Location = (IEnemyLocation) new Location(this);
            Location.InitializeFoot(_footCollider);

            DamageReactor = new DamageReactor(this);
            DamageReactor.SetSlot(new LevelResistance(_level));

            Character = new Character2D(this);
        }