Example #1
0
    void Die()
    {
        isDie = true;
        StopAllCoroutines();
        MonsterStatus = MonStatus.die;
        navMeshAgent.Stop();

        animator.SetTrigger("IsDie");

        gameObject.GetComponentInChildren<CapsuleCollider>().enabled = false;

        foreach (Collider coll in gameObject.GetComponentsInChildren<SphereCollider>())
        {
            coll.enabled = false;
        }

        _gameUI.DispScore(50);

        StartCoroutine(this.PushObjectPool());
    }
Example #2
0
    private IEnumerator CheckDistance()
    {
        while (!isDie)
        {
            yield return new WaitForSeconds(0.2f);

            float dist = Vector3.Distance(playerTr.position, monsterTr.position);

            if (dist <= attackDist)
            {
                MonsterStatus = MonStatus.attack;
            }
            else if (dist <= traceDist)
            {
                MonsterStatus = MonStatus.trace;
            }
            else
            {
                MonsterStatus = MonStatus.idle;
            }
        }
    }
Example #3
0
        /// <summary>
        /// Load status name from configuration
        /// </summary>
        public static void LoadStatusNames()
        {
            _StatusNames = new Dictionary <Status, Dictionary <string, string> >();

            foreach (Status MonStatus in (Status[])Enum.GetValues(typeof(Status)))
            {
                switch (MonStatus)
                {
                case Status.ToBeValidated:
                    _StatusNames.Add(MonStatus, new Dictionary <string, string>()
                    {
                        { "EN", "Pending" }
                    });
                    break;

                case Status.Deleted:
                    _StatusNames.Add(MonStatus, new Dictionary <string, string>()
                    {
                        { "EN", "Scrapped" }
                    });
                    break;

                case Status.Outside:
                    _StatusNames.Add(MonStatus, new Dictionary <string, string>()
                    {
                        { "EN", "Stored externally" }
                    });
                    break;

                default:
                    _StatusNames.Add(MonStatus, new Dictionary <string, string>()
                    {
                        { "EN", MonStatus.ToString() }
                    });
                    break;
                }
            }
        }
Example #4
0
    private IEnumerator PushObjectPool()
    {
        yield return new WaitForSeconds(3.0f);

        isDie = false;
        hp = 30;
        MonsterStatus = MonStatus.idle;

        gameObject.GetComponentInChildren<CapsuleCollider>().enabled = true;

        foreach (Collider coll in gameObject.GetComponentsInChildren<SphereCollider>())
        {
            coll.enabled = true;
        }

        gameObject.SetActive(false);
    }