Example #1
0
 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();
 }
Example #2
0
 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;
    }
Example #4
0
    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;
    }
Example #5
0
 /// <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);
 }
Example #6
0
    /// <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();
 }