public void SetInitState(EnemyInitState _state) { isLeft = !(_state._isLeft); originHp = _state._originHp; nowHp = originHp; speed = _state._speed; }
public void ReduceEnemyNum() { if (spawnEnemyNum == 0) { return; } --spawnEnemyNum; EnemyInitState[] newSpawnEnemys = new EnemyInitState[spawnEnemyNum]; bool[] newSpawnDirLeft = new bool[spawnEnemyNum]; float[] newSpawnDelay = new float[spawnEnemyNum]; EnemyValue[] newEnemeyValue = new EnemyValue[spawnEnemyNum]; //Debug.Log(spawnEnemyNum); //Debug.Log(spawnEnemy.Length); for (int i = 0; i < spawnEnemyNum; ++i) { newSpawnEnemys[i] = spawnEnemy[i]; newSpawnDirLeft[i] = spawnDirLeft[i]; newSpawnDelay[i] = spawnDelay[i]; newEnemeyValue[i] = spawnEnemyValue[i]; } spawnEnemy = newSpawnEnemys; spawnDirLeft = newSpawnDirLeft; spawnDelay = newSpawnDelay; spawnEnemyValue = newEnemeyValue; }
public void ChangeEnemyNum(int _num) { if (_num < 0) { _num = 0; } //spawnEnemyNum = _num; EnemyInitState[] newSpawnEnemys = new EnemyInitState[_num]; bool[] newSpawnDirLeft = new bool[_num]; float[] newSpawnDelay = new float[_num]; EnemyValue[] newEnemyValue = new EnemyValue[_num]; if (_num > spawnEnemyNum) { for (int i = 0; i < spawnEnemyNum; ++i) { newSpawnEnemys[i] = spawnEnemy[i]; newSpawnDirLeft[i] = spawnDirLeft[i]; newSpawnDelay[i] = spawnDelay[i]; newEnemyValue[i] = spawnEnemyValue[i]; } } else { for (int i = 0; i < _num; ++i) { newSpawnEnemys[i] = spawnEnemy[i]; newSpawnDirLeft[i] = spawnDirLeft[i]; newSpawnDelay[i] = spawnDelay[i]; newEnemyValue[i] = spawnEnemyValue[i]; } } spawnEnemyNum = _num; spawnEnemy = newSpawnEnemys; spawnDirLeft = newSpawnDirLeft; spawnDelay = newSpawnDelay; spawnEnemyValue = newEnemyValue; }
public void AddEnemyNum() { ++spawnEnemyNum; EnemyInitState[] newSpawnEnemys = new EnemyInitState[spawnEnemyNum]; bool[] newSpawnDirLeft = new bool[spawnEnemyNum]; float[] newSpawnDelay = new float[spawnEnemyNum]; EnemyValue[] newEnemeyValue = new EnemyValue[spawnEnemyNum]; for (int i = 0; i < spawnEnemyNum - 1; ++i) { newSpawnEnemys[i] = spawnEnemy[i]; newSpawnDirLeft[i] = spawnDirLeft[i]; newSpawnDelay[i] = spawnDelay[i]; newEnemeyValue[i] = spawnEnemyValue[i]; } spawnEnemy = newSpawnEnemys; spawnDirLeft = newSpawnDirLeft; spawnDelay = newSpawnDelay; spawnEnemyValue = newEnemeyValue; }
public void SyncVariableLength() { if (spawnEnemyNum == 0) { return; } //Debug.Log("spawnNum : " + spawnEnemyNum + "Asd : " + spawnEnemy.Length); if (spawnEnemyNum != spawnEnemy.Length) { EnemyInitState[] newSpawnEnemys = new EnemyInitState[spawnEnemyNum]; for (int i = 0; i < newSpawnEnemys.Length; ++i) { if (i >= spawnEnemy.Length) { break; } newSpawnEnemys[i] = spawnEnemy[i]; } spawnEnemy = newSpawnEnemys; } if (spawnEnemyNum != spawnDirLeft.Length) { bool[] newSpawnDirLeft = new bool[spawnEnemyNum]; for (int i = 0; i < newSpawnDirLeft.Length; ++i) { if (i >= spawnDirLeft.Length) { break; } newSpawnDirLeft[i] = spawnDirLeft[i]; } newSpawnDirLeft = spawnDirLeft; } if (spawnEnemyNum != spawnDelay.Length) { float[] newDelayEnemys = new float[spawnEnemyNum]; for (int i = 0; i < newDelayEnemys.Length; ++i) { if (i >= spawnDelay.Length) { break; } newDelayEnemys[i] = spawnDelay[i]; } spawnDelay = newDelayEnemys; } if (spawnEnemyNum != spawnEnemyValue.Length) { EnemyValue[] newSpawnEnemyValue = new EnemyValue[spawnEnemyNum]; for (int i = 0; i < newSpawnEnemyValue.Length; ++i) { if (i >= spawnEnemyValue.Length) { break; } newSpawnEnemyValue[i] = spawnEnemyValue[i]; } spawnEnemyValue = newSpawnEnemyValue; } }