public override void Initialize() { base.Initialize(); eyeball = EnemyMedi.Enemy as EnemyEyeball; skillWeapon.Initialize(); EnemyMedi.UpdateEnemyWeapon(skillWeapon); }
/// <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); }
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; }
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 }
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 }
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 }
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 }