Example #1
0
 public override void Initialize()
 {
     base.Initialize();
     eyeball = EnemyMedi.Enemy as EnemyEyeball;
     skillWeapon.Initialize();
     EnemyMedi.UpdateEnemyWeapon(skillWeapon);
 }
Example #2
0
 /// <summary>
 /// 因为要在装备切换后初始化,所以需要由IEnemy显式调用
 /// </summary>
 public void SkillWeaponInitialize()
 {
     // skillWeapon 初始化,设定属性值
     skillWeapon = GameMainProgram.Instance.resourcesMgr.LoadAsset(monsterAttack1Path, false, skillPosition, Quaternion.identity).GetComponent <FarawayWeapon>();
     skillWeapon.Initialize();
     EnemyMedi.UpdateEnemyWeapon(skillWeapon);
 }
Example #3
0
 public EnemyMain(GameObject gameObject) : base(gameObject)
 {
     MoveSpeed = 3;
     RotSpeed  = 1;
     Name      = "Enemy";
     // 更换装备
     EnemyMedi.Equip(GameMainProgram.Instance.dataBaseMgr.enemyEquipDict["步枪"]);
     EnemyMedi.Equip(GameMainProgram.Instance.dataBaseMgr.enemyEquipDict["防具"]);
     CurrentHP = MaxHP;
 }
Example #4
0
 public EnemyNormal(GameObject gameObject) : base(gameObject)
 {
     Type      = EnemyType.Monster;
     MoveSpeed = 0;
     RotSpeed  = 0;
     Name      = "Scarecrow";
     // 更换装备
     EnemyMedi.ChangeEquip(GameMainProgram.Instance.dataBaseMgr.dicEnemyEquip["野猪武器"]);
     EnemyMedi.ChangeEquip(GameMainProgram.Instance.dataBaseMgr.dicEnemyEquip["野猪防具"]);
     Debug.Log("生成Enemy 稻草人的属性:" + CurrentHP + "," + AttackPoint + "," + DefendPoint + "," + CritPoint);
     // 行为树的开启由动画调用
 }
Example #5
0
 public EnemyDragon(GameObject gameObject) : base(gameObject)
 {
     Type      = EnemyType.Monster;
     MoveSpeed = 1;
     RotSpeed  = 1;
     Name      = "Dragon";
     // 更换装备
     EnemyMedi.ChangeEquip(GameMainProgram.Instance.dataBaseMgr.dicEnemyEquip["魔龙武器"]);
     EnemyMedi.ChangeEquip(GameMainProgram.Instance.dataBaseMgr.dicEnemyEquip["魔龙防具"]);
     //boarMono = EnemyMedi.EnemyMono as BoarMono;
     Debug.Log("生成Enemy 魔怪龙的属性:" + CurrentHP + "," + AttackPoint + "," + DefendPoint + "," + CritPoint);
     // 行为树的开启由动画调用
 }
Example #6
0
 public EnemyStrongKnight(GameObject gameObject) : base(gameObject)
 {
     Type      = EnemyType.Warrior;
     MoveSpeed = 1;
     RotSpeed  = 1;
     Name      = "StrongKnight";
     // 更换装备
     EnemyMedi.ChangeEquip(GameMainProgram.Instance.dataBaseMgr.dicEnemyEquip["胖骑士武器"]);
     EnemyMedi.ChangeEquip(GameMainProgram.Instance.dataBaseMgr.dicEnemyEquip["胖骑士防具"]);
     //boarMono = EnemyMedi.EnemyMono as BoarMono;
     Debug.Log("生成Enemy 胖骑士的属性:" + CurrentHP + "," + AttackPoint + "," + DefendPoint + "," + CritPoint);
     // 行为树的开启由动画调用
 }
Example #7
0
 public EnemyMonster(GameObject gameObject) : base(gameObject)
 {
     Type      = EnemyType.Monster;
     MoveSpeed = 1;
     RotSpeed  = 1;
     Name      = "Monster";
     // 更换装备
     EnemyMedi.ChangeEquip(GameMainProgram.Instance.dataBaseMgr.dicEnemyEquip["泰坦之拳"]);
     EnemyMedi.ChangeEquip(GameMainProgram.Instance.dataBaseMgr.dicEnemyEquip["泰坦之盾"]);
     monsterMono = EnemyMedi.EnemyMono as MonsterMono;
     monsterMono.SkillWeaponInitialize();
     Debug.Log("生成Enemy 泰坦的属性:" + CurrentHP + "," + AttackPoint + "," + DefendPoint + "," + CritPoint);
     // 行为树的开启由动画调用,用的是BehaviorTree组件自带的方法
 }