public void Initialize() { enemy_manager = Enemy_Manager.Instance; enemy_script = gameObject.GetComponent <Enemy>(); enemy_status = new Enemy_Status(); enemy_move = new Enemy_Move(); }
public override void setCool() { com = _enemy.GetComponent<Enemy_Move>(); user = com._player.GetComponent<Player_Move>(); com.maxSpeed = 0.187f; com.accel = 0.006f; com.fricForce = 0.003f; }
void OnAttack(Transform enemy) { //Point gameManager.stagePoint += 100; //Reaction Force rigid.AddForce(Vector2.up * 10, ForceMode2D.Impulse); //몬스터 잡을때 반발력(반동) //Enemy Die Enemy_Move enemyMove = enemy.GetComponent <Enemy_Move>(); enemyMove.OnDamaged(); }
private void Start() { move = GetComponent <Enemy_Move>(); StartCoroutine(Attack()); }
public override void setCool() { com = _enemy.GetComponent<Enemy_Move>(); user = com._player.GetComponent<Player_Move>(); howling = (GameObject)Instantiate(defaultHowling, new Vector3(0, -3, 0), Quaternion.identity); skillWaitTime[1] = 50000; // 만월 / 적월 skillWaitTime[2] = 50000; // 영역표시 skillWaitTime[3] = 550; // 할퀴기 skillWaitTime[4] = 1000; // 하울링 skillWaitTime[5] = 50000; skillWaitTime[0] = 50000; com.skillWaitTime[1] = skillWaitTime[1]; com.skillWaitTime[2] = skillWaitTime[2]; com.skillWaitTime[3] = skillWaitTime[3]; com.skillWaitTime[4] = skillWaitTime[4]; com.skillWaitTime[0] = skillWaitTime[0]; com.skillWaitTime[5] = skillWaitTime[5]; com.skillCool[1] = Random.Range(0, skillWaitTime[1]); com.skillCool[2] = Random.Range(0, skillWaitTime[2]); com.skillCool[3] = Random.Range(0, skillWaitTime[3]); com.skillCool[4] = Random.Range(0, skillWaitTime[4]); com.skillCool[0] = Random.Range(0, skillWaitTime[0]); com.skillCool[5] = skillWaitTime[5]; com.defaultMaxSpeed = 0.225f; com.defaultAccel = 0.012f; com.drfaultFricForce = 0.002f; if (com._level == 0) { com.defaultMaxSpeed *= 0.8f; com.defaultAccel *= 0.8f; com.drfaultFricForce *= 0.8f; } else if (com._level == 2) { com.defaultMaxSpeed *= 1.3f; com.defaultAccel *= 1.3f; com.drfaultFricForce *= 1.3f; } com.maxSpeed = com.defaultMaxSpeed; com.accel = com.defaultAccel; com.fricForce = com.drfaultFricForce; }
void Awake() { EnemyAI = gameObject.GetComponentInParent <Enemy_Move>(); }
public override void setCool() { skillWaitTime[0] = 300; skillWaitTime[1] = 900; skillWaitTime[2] = 1200; skillWaitTime[3] = 100000; skillWaitTime[4] = 100000; skillWaitTime[5] = 1200; com = _enemy.GetComponent<Enemy_Move>(); for(int i = 0; i<6;++i) com.skillWaitTime[i]=skillWaitTime[i]; for (int i=0; i<5; ++i) com.skillCool [i] = Random.Range (0, skillWaitTime [i]); com.skillCool[5] = skillWaitTime[5]; user = com._player.GetComponent<Player_Move>(); com.defaultMaxSpeed = 0.225f; com.defaultAccel=0.012f; com.drfaultFricForce=0.003f; if(com._level == 0) { com.defaultMaxSpeed*=0.8f; com.defaultAccel*=0.8f; com.drfaultFricForce*=0.8f; } else if(com._level == 2) { com.defaultMaxSpeed*=1.3f; com.defaultAccel*=1.3f; com.drfaultFricForce*=1.3f; } com.maxSpeed = com.defaultMaxSpeed; com.accel = com.defaultAccel; com.fricForce = com.drfaultFricForce; }
public override void setCool() { com = enemy.GetComponent<Enemy_Move>(); user = com._player.GetComponent<Player_Move>(); rader = (GameObject)Instantiate(defaultRader, new Vector3(transform.position.x, transform.position.y, transform.position.z), Quaternion.identity); rad = rader.GetComponent<Rader>(); skillWaitTime[0] = 300; skillWaitTime[1] = 500; skillWaitTime[2] = 1200; skillWaitTime[3] = 100000; skillWaitTime[4] = 100000; skillWaitTime[5] = 1200; for (int i = 0; i < 6; ++i) com.skillWaitTime[i] = skillWaitTime[i]; for (int i = 0; i < 5; ++i) com.skillCool[i] = Random.Range(0, skillWaitTime[i]); com.skillCool[5] = skillWaitTime[5]; com.defaultMaxSpeed = 0.175f; com.defaultAccel = 0.008f; com.drfaultFricForce = 0.001f; if (com._level == 0) { com.defaultMaxSpeed *= 0.8f; com.defaultAccel *= 0.8f; com.drfaultFricForce *= 0.8f; } else if (com._level == 2) { com.defaultMaxSpeed *= 1.3f; com.defaultAccel *= 1.3f; com.drfaultFricForce *= 1.3f; } com.maxSpeed = com.defaultMaxSpeed; com.accel = com.defaultAccel; com.fricForce = com.drfaultFricForce; this.transform.position = new Vector3(0, 5, 0); }
public override void setCool() { com = _enemy.GetComponent<Enemy_Move>(); user = com._player.GetComponent<Player_Move>(); skillWaitTime[1] = 50000; // 만월 / 적월 skillWaitTime[2] = 2500; // 영역표시 skillWaitTime[3] = 300; // 할퀴기 skillWaitTime[4] = 700; // 하울링 skillWaitTime[5] = 2200; skillWaitTime[0] = 50000; if(this._enemy == Variables.enemy1) { moon = Instantiate(defaultMoon); this.howling = (GameObject)Instantiate(this.defaultHowling, new Vector3(0, -3, 0), Quaternion.identity); skillWaitTime[1] = 500; } else if (this._enemy == Variables.enemy2) { this.howling = (GameObject)Instantiate(this.defaultHowling, new Vector3(0, -3, 0), Quaternion.identity); skillWaitTime[1] = 50000; skillWaitTime[2] = 50000; } for(int i = 0; i<6;++i) com.skillWaitTime[i]=skillWaitTime[i]; for (int i=0; i<5; ++i) com.skillCool [i] = Random.Range (0, skillWaitTime [i]); com.skillCool[5] = skillWaitTime[5]; com.defaultMaxSpeed = 0.225f; com.defaultAccel=0.012f; com.drfaultFricForce=0.002f; if(com._level == 0) { com.defaultMaxSpeed*=0.8f; com.defaultAccel*=0.8f; com.drfaultFricForce*=0.8f; } else if(com._level == 2) { com.defaultMaxSpeed*=1.3f; com.defaultAccel*=1.3f; com.drfaultFricForce*=1.3f; } com.maxSpeed = com.defaultMaxSpeed; com.accel = com.defaultAccel; com.fricForce = com.drfaultFricForce; }
public override void setCool() { com = _enemy.GetComponent<Enemy_Move>(); user = com._player.GetComponent<Player_Move>(); dropCircle = (GameObject) Instantiate(defaultDropCircle, new Vector3(-1,-1,-1), Quaternion.identity); defaultDropCircle.GetComponent<DropCircle>().dropLevel = Variables.enemyLevel; skillWaitTime[1] = 300; // 300 skillWaitTime[2] = 900; // 600 skillWaitTime[3] = 540; skillWaitTime[4] = 100000; skillWaitTime[5] = 1360; skillWaitTime[0] = 500000; com.skillWaitTime = skillWaitTime; // 스킬 쿨타임, 기다리는 시간 후 그 범위 중 랜덤 com.skillCool[1] = Random.Range(skillWaitTime[1]/2, skillWaitTime[1]); com.skillCool[2] = Random.Range(skillWaitTime[2]/2, skillWaitTime[2]); com.skillCool[3] = Random.Range(skillWaitTime[3]/2, skillWaitTime[3]); com.skillCool[4] = skillWaitTime[4]; com.skillCool[0] = Random.Range(skillWaitTime[0]/2, skillWaitTime[0]); com.skillCool[5] = skillWaitTime[5]; // 기본능력치 com.defaultMaxSpeed = 0.187f; com.defaultAccel = 0.006f; com.drfaultFricForce = 0.003f; if (com._level == 0) // child 능력치 80% { com.defaultMaxSpeed *= 0.8f; com.defaultAccel *= 0.8f; com.drfaultFricForce *= 0.8f; } else if (com._level == 2) // adult 능력치 130% { com.defaultMaxSpeed *= 1.3f; com.defaultAccel *= 1.3f; com.drfaultFricForce *= 1.3f; } // 재삽입 com.maxSpeed = com.defaultMaxSpeed; com.accel = com.defaultAccel; com.fricForce = com.drfaultFricForce; }
public override void setCool() { com = _enemy.GetComponent<Enemy_Move>(); kang = GetComponent<kangaroo>(); user = com._player.GetComponent<Player_Move>(); skillWaitTime[1] = 500000; skillWaitTime[2] = 1200; skillWaitTime[3] = 720; skillWaitTime[4] = 100000; skillWaitTime[5] = 500000; skillWaitTime[0] = 500000; _dropCircle = (GameObject)Instantiate(dropCircle, new Vector3(-1, -1, -1), Quaternion.identity); com.skillWaitTime[1] = skillWaitTime[1]; com.skillWaitTime[2] = skillWaitTime[2]; com.skillWaitTime[3] = skillWaitTime[3]; com.skillWaitTime[4] = skillWaitTime[4]; com.skillWaitTime[0] = skillWaitTime[0]; com.skillWaitTime[5] = skillWaitTime[5]; com.skillCool[1] = Random.Range(skillWaitTime[1]/3, skillWaitTime[1]); com.skillCool[2] = Random.Range(skillWaitTime[2]/3, skillWaitTime[2]); com.skillCool[3] = Random.Range(skillWaitTime[3]/3, skillWaitTime[3]); com.skillCool[4] = skillWaitTime[4]; com.skillCool[0] = Random.Range(skillWaitTime[0]/3, skillWaitTime[0]); com.skillCool[5] = skillWaitTime[5]; // 기본능력치 com.defaultMaxSpeed = 0.187f; com.defaultAccel = 0.006f; com.drfaultFricForce = 0.003f; if (com._level == 0) // child 능력치 80% { com.defaultMaxSpeed *= 0.8f; com.defaultAccel *= 0.8f; com.drfaultFricForce *= 0.8f; } else if (com._level == 2) // adult 능력치 130% { com.defaultMaxSpeed *= 1.3f; com.defaultAccel *= 1.3f; com.drfaultFricForce *= 1.3f; } com.maxSpeed = com.defaultMaxSpeed; com.accel = com.defaultAccel; com.fricForce = com.drfaultFricForce; }