void Update() { if (Swtich == true) { Timer -= Time.deltaTime; if (Timer < 0.6f) { GameObject.Find(Manager._selectedName[Control.now_Player] + "Arrow").GetComponent <MeshRenderer>().enabled = false; } if (Timer < 0) { Control._playerHp[now] -= 100; GameObject.Find("Canvas").GetComponent <Control>().GetTargetCamera(GameObject.Find(Manager._selectedName[now])); FloatText.Click(GameObject.Find(Manager._selectedName[now]), 100, "-"); FloatText.story_text(Manager._selectedName[now] + "寫著:" + Manager._selectedName[Control.now_Player] + "好像被鬼火獸的毒所侵害了,竟然在晚上的時候爬起來攻擊我。" , Manager._selectedName[now] + "被" + Manager._selectedName[Control.now_Player] + "襲擊損傷了 100點生命"); Time.timeScale = 0; GameObject.Find("Canvas").GetComponent <Control>().dice.enabled = true; GameObject.Find("Canvas").GetComponent <Control>().next.enabled = false; Swtich = false; } } if (GridContent.attack == true) { if (Manager2._selectedName.Count == Manager2._countLimit) { attack.enabled = true; } else { attack.enabled = false; } } }
void Update() //產生時間 { time -= Time.deltaTime; if (time < 0) { Destroy(Spikes); FloatText.story_text(story, nameText); } }
public void AttackGO() //攻擊 { charactorAnim = GameObject.Find(Manager._selectedName[Control.now_Player]).GetComponent <Animator>(); charactorAnim.SetBool("isBow", true); charactorAnim.SetBool("isIdle", false); charactorAnim.SetBool("isRunning", false); charactorAnim.SetBool("isSit", false); GameObject.Find(Manager._selectedName[Control.now_Player] + "Arrow").GetComponent <MeshRenderer>().enabled = true; for (int i = 0; i < Manager._countLimit; i++) { if (Manager._selectedName[i] == Manager2._selectedName[0]) { now = i; FloatText.story_text("剛才鬼火獸劃傷了。有時候都會失去意識。在夜晚好像還會攻擊自己的同伴...", Manager._selectedName[Control.now_Player] + " 攻擊了 " + Manager._selectedName[now]); Time.timeScale = 0; break; } } if (Control._held[now] == Control.Shield.Withstand) { Swtich = false; Control._held[now] = Control.Shield.NotHeld; FloatText.story_text("還好身上還放著保護的裝置,不過受到攻擊後好像被破壞掉了...", Manager._selectedName[now] + "使用了道具抵擋住攻擊"); Time.timeScale = 0; } else { Swtich = true; } MainCanvas.enabled = true; AttackCanvas.enabled = false; for (int i = 1; i <= Manager._countLimit - 1; i++) { GameObject.Find("Player" + i).GetComponent <Toggle>().isOn = false; } Manager2._selectedName = new List <string>(); Swtich = true; Timer = 3; }
public void Grid(GameObject Charactor, Animator anim) //執行格子內容 { if (Control._playerPossition[Control.now_Player] == 0) { Control._playerHp[Control.now_Player] += 300; FloatText.Click(Charactor, 300, "+"); FloatText.story_text("來到這個迷宮不知道多久了,還沒找到全部的裝置...", Manager._selectedName[Control.now_Player] + " Get props "); Time.timeScale = 0; } //過關道具 else if (Control._playerPossition[Control.now_Player] % 40 == 1 ||//1 Control._playerPossition[Control.now_Player] % 40 == 10 || Control._playerPossition[Control.now_Player] % 40 == 20 || Control._playerPossition[Control.now_Player] % 40 == 23 || Control._playerPossition[Control.now_Player] % 40 == 28 || Control._playerPossition[Control.now_Player] % 40 == 32) { int number = -1; if (Control._playerPossition[Control.now_Player] % 40 == 1) { number = 0; } else if (Control._playerPossition[Control.now_Player] % 40 == 10) { number = 1; } else if (Control._playerPossition[Control.now_Player] % 40 == 20) { number = 2; } else if (Control._playerPossition[Control.now_Player] % 40 == 23) { number = 3; } else if (Control._playerPossition[Control.now_Player] % 40 == 28) { number = 4; } else { number = 5; } if (Control._props[number] == true) { FloatText.story_text("發現了鬼火獸的裝置,看著上面的編號好像已經有人拿過了...", Manager._selectedName[Control.now_Player] + " 獲得重複編號為" + (number + 1) + "的鬼火獸裝置"); } else { Control._props[number] = true; FloatText.story_text("發現了鬼火獸的裝置,該趕快回去跟他們會合,和他們說這件事情...", Manager._selectedName[Control.now_Player] + " 得到了上面有著編號" + (number + 1) + "的鬼火獸裝置"); } GameObject.Find("Canvas").GetComponent <Control>().GetProps(); } //獲得武器V else if (Control._playerPossition[Control.now_Player] % 40 == 3 || Control._playerPossition[Control.now_Player] % 40 == 7 || Control._playerPossition[Control.now_Player] % 40 == 13 || Control._playerPossition[Control.now_Player] % 40 == 17 || Control._playerPossition[Control.now_Player] % 40 == 22 || Control._playerPossition[Control.now_Player] % 40 == 30 || Control._playerPossition[Control.now_Player] % 40 == 35 || Control._playerPossition[Control.now_Player] % 40 == 39) { AttackControl.setImage(Charactor); AttackCanvas.enabled = true; MainCanvas.enabled = false; attack = true; } //怪物 else if (Control._playerPossition[Control.now_Player] % 40 == 5 ||//5 Control._playerPossition[Control.now_Player] % 40 == 14 || Control._playerPossition[Control.now_Player] % 40 == 25 || Control._playerPossition[Control.now_Player] % 40 == 36) { Attack.MonsterAttack(GameObject.Find(Manager._selectedName[Control.now_Player])); } //抵擋V else if (Control._playerPossition[Control.now_Player] % 40 == 4 || Control._playerPossition[Control.now_Player] % 40 == 15 || Control._playerPossition[Control.now_Player] % 40 == 27 || Control._playerPossition[Control.now_Player] % 40 == 37) { FloatText.story_text("不知道這裝置能幹什麼用。好像能保護自己的樣子...", Manager._selectedName[Control.now_Player] + " 獲得防禦一次的機會"); Control._held[Control.now_Player] = Control.Shield.Withstand; } //陷阱V else if (Control._playerPossition[Control.now_Player] % 40 == 8 || Control._playerPossition[Control.now_Player] % 40 == 11 || Control._playerPossition[Control.now_Player] % 40 == 18 || Control._playerPossition[Control.now_Player] % 40 == 33) { Attack._Attack(GameObject.Find("Block" + Control._playerPossition[Control.now_Player] % 40)); } //死亡V else if (Control._playerPossition[Control.now_Player] % 40 == 9) { anim.SetBool("isDeath", true); GameObject.Find("Canvas").GetComponent <Control>().next.enabled = true; Control._playerHp[Control.now_Player] = 0; Control._state[Control.now_Player] = Control.PlayerState.Death; } //監牢V else if (Control._playerPossition[Control.now_Player] % 40 == 19) { FloatText.story_text("被同伴發現身上有鬼火獸的傷口。被關在了監牢裡面...", Manager._selectedName[Control.now_Player] + " 暫停一回合 "); Control._state[Control.now_Player] = Control.PlayerState.Sleep; } //隨機移動 else if (Control._playerPossition[Control.now_Player] % 40 == 30) { FloatText.story_text("迷宮突然變換了。走著走著不知道到了那裡...", Manager._selectedName[Control.now_Player] + " 隨機移動 "); Control._playerPossition[Control.now_Player] += Random.Range(1, 39); Charactor.transform.position = GameObject.Find("Block" + Control._playerPossition[Control.now_Player] % 40).transform.position; Grid(Charactor, anim); } //獲得食物v else { Control._playerHp[Control.now_Player] += 200; FloatText.Click(Charactor, 200, "+"); FloatText.story_text("還好有找到食物,不然已經沒東西吃了...", Manager._selectedName[Control.now_Player] + " 取得了食物 ,增加了200點生命"); Time.timeScale = 0; } int count = 0; string name = null; for (int i = 0; i < 6; i++) //計算過關道具是否全部都有 { if (Control._props[i] == true) { count++; } if (count == 6) { FloatText.WinText(Manager._selectedName[Control.now_Player]); Destroy(GameObject.Find("LatticeControl").GetComponent <GridContent>()); } }//計算過關道具是否全部都有↑↑↑ count = 0; for (int i = 0; i < Manager._countLimit; i++) //計算是否剩一位玩家 { if (Control._state[i] != Control.PlayerState.Death) { count++; name = Manager._selectedName[i]; } } if (count == 1) { FloatText.WinText(name); Destroy(GameObject.Find("LatticeControl").GetComponent <GridContent>()); } else { if (Control._playerHp[Control.now_Player] <= 0) { GameObject.Find("GameOver").GetComponent <Image>().enabled = true; } } //計算是否剩一位玩家↑↑↑ }