Ejemplo n.º 1
0
    // ================================================================ //

    // 적을 펑하고 스폰한다(LevelControl, 호스트용).
    public void             spawnEnemy()
    {
        Character.HakoAction hako_action = this.unique_action as Character.HakoAction;

        if (hako_action != null)
        {
            hako_action.step.set_next(Character.HakoAction.STEP.SPAWN);
        }
    }
Ejemplo n.º 2
0
    // ================================================================ //

    // 대미지를 받았을 때 호출.
    public override void            onDamaged()
    {
        if (this.control.vital.hit_point <= 0.0f)
        {
            Character.HakoAction action = this.unique_action as Character.HakoAction;

            if (action.step.get_current() != Character.HakoAction.STEP.PECHANCO)
            {
                action.step.set_next(Character.HakoAction.STEP.PECHANCO);
            }
        }
    }
Ejemplo n.º 3
0
    // 적을 펑하고 스폰한다(LevelControl, 게스트용).
    public void             spawnEnemyFromPedigree(string pedigree)
    {
        Character.HakoAction hako_action = this.unique_action as Character.HakoAction;

        if (hako_action != null)
        {
            hako_action.pedigree = pedigree;
            hako_action.step.set_next(Character.HakoAction.STEP.SPAWN);

            dbwin.console().print("*Spawn LairName:" + this.name);
            dbwin.console().print("*Create enemy:" + pedigree);
            //Debug.Log("*Spawn LairName:" + this.name);
            //Debug.Log("*Create enemy:" + pedigree);
        }
    }
Ejemplo n.º 4
0
    // 적 생성 모션인인 'Pe!' 타이밍에 호출된다..
    public void             evEnemy_Lair_Pe()
    {
        Character.HakoAction action = this.unique_action as Character.HakoAction;

        action.is_trigger_pe = true;
    }
Ejemplo n.º 5
0
    // ================================================================ //
    // 애니메이션 이벤트.

    // 사망 애니메이션 종료 이벤트를 애니메이션으로부터 받는다.
    public void NotifyFinishedDeathAnimation()
    {
        Character.HakoAction action = this.unique_action as Character.HakoAction;

        action.is_death_motion_finished = true;
    }