void Start() { player = Player_Manager.Instance.player; player_script = Player_Manager.Instance.player_script; player_action = Player_Manager.Instance.player_action; player_status = Player_Manager.Instance.player_status; map_layer = Dungeon_Manager.Instance.map_layer_2D; damage_calculation = new Damage_Calculation(); }
public void Initialize() { game_manager = GameManager.Instance; enemy_manager = Enemy_Manager.Instance; player = Player_Manager.Instance.player_script; player_status = Player_Manager.Instance.player_status; enemy_status = new Enemy_Status(); map_layer = Dungeon_Manager.Instance.map_layer_2D; damage_calculation = Game.Instance.damage_calculation; }
void Start() { player = Player_Manager.Instance.player_script; key_observer = Game.Instance.key_observer; enemy_action = new Enemy_Action(); player_status = Player_Manager.Instance.player_status; map_layer = Dungeon_Manager.Instance.map_layer_2D; player.player_mode = ePlayer_Mode.Nomal_Mode; }
public void Start() { player = Player_Manager.Instance.player_script; player_move = Player_Manager.Instance.player_move; player_attack = Player_Manager.Instance.player_attack; action_stair = Player_Manager.Instance.action_stair; actor_status = Actor_Manager.Instance.actor_status; layer = Dungeon_Manager.Instance.map_layer_2D; key_observer = Game.Instance.key_observer; }
/// <summary> /// コンストラクタ /// </summary> /// <param name="room_number" >今いる部屋の番号</param> /// <param name="set_goal_x" >目標地点のx座標</param> /// <param name="set_goal_y" >目標地点のy座標</param> /// <param name="set_goal_before_one_x">目標地点の1つ前のx座標</param> /// <param name="set_goal_before_one_y">目標地点の1つ前のy座標</param> /// <param name="set_allowdiag" >ななめ移動が可能かどうかのフラグ</param> public A_Node_Manager(int room_number, int set_goal_x, int set_goal_y, List <Point2> set_goal_before_one, bool set_allowdiag = true) { layer = new Map_Layer_2D(); allowdiag = set_allowdiag; open_list = new List <A_Node>(); pool = new Dictionary <int, A_Node>(); goal_x = set_goal_x; goal_y = set_goal_y; goal_before_one = set_goal_before_one; Set_Rectangle(room_number); }
/// <summary> /// 死んでいたらオブジェクトとリストから消す /// </summary> /// <param name="index">エネミーリストの要素数</param> public void Dead_Enemy(int index) { Map_Layer_2D map_layer = Dungeon_Manager.Instance.map_layer_2D; var enemy_manager = Enemy_Manager.Instance; // 死んだら消して、床のレイヤー番号を元のものに戻す if (enemy_status.Is_Dead(enemy_status.hit_point)) { // 足元のレイヤーを元に戻す map_layer.Tile_Swap(enemy_manager.enemies[index].transform.position, enemy_manager.enemies[index].GetComponent <Enemy>().Feet); // ゲームオブジェクトの解放 Destroy(enemy_manager.enemies[index]); // リストの要素の解放 enemy_manager.enemies.RemoveAt(index); } }
void Awake() { division_list = new List <Dungeon_Division>(); map_layer = Dungeon_Manager.Instance.map_layer_2D; }
void Awake() { dungeon_generator = GameObject.Find("Dungeon_Generator").GetComponent <Dungeon_Generator>(); map_layer_2D = new Map_Layer_2D(); }