Example #1
0
    public void InitAdventurer(BattleStat battleStat, RewardStat rewardStat) //
    {
        // 이동가능한 타일인지 확인할 delegate 설정.
        pathFinder.SetValidateTile(ValidateNextTile);
        //SetPathFindEventAdventurer();

        this.battleStat = new BattleStat(battleStat);
        this.rewardStat = new RewardStat(rewardStat);
        //stat 초기화
        this.stat = gameObject.AddComponent <Stat>();
        //pathfinder 초기화 // delegate 그대로

        skills           = new Dictionary <string, Skill>();
        temporaryEffects = new Dictionary <string, TemporaryEffect>();
    }
Example #2
0
    // 몬스터에서 받아서 초기화.
    public void InitMonster(Monster sample)
    {
        monsterNum = sample.monsterNum;
        canWander  = sample.canWander;

        battleStat = new BattleStat(sample.battleStat);
        rewardStat = new RewardStat(sample.rewardStat);

        //SetDamageText(Instantiate(sample.damageText));
        SetAttackEffect(Instantiate(sample.attackEffect));
        SetDefaultEffects();

        skills           = new Dictionary <string, Skill>();
        temporaryEffects = new Dictionary <string, TemporaryEffect>();
    }
Example #3
0
    // Use this for initialization

    #region 수정!
    // 몬스터 초기화
    public void InitMonster(int monsterNum, BattleStat battleStat, RewardStat rewardStat, bool canWanderIn = true)
    {
        // 이동가능한 타일인지 확인할 delegate 설정.
        pathFinder.SetValidateTile(ValidateNextTile);
        //SetPathFindEventMonster();

        this.monsterNum = monsterNum;
        this.battleStat = new BattleStat(battleStat);
        this.rewardStat = new RewardStat(rewardStat);
        this.canWander  = canWanderIn;
        //stat 초기화
        //pathfinder 초기화 // delegate 그대로
        SetDefaultEffects();
        skills           = new Dictionary <string, Skill>();
        temporaryEffects = new Dictionary <string, TemporaryEffect>();
    }
Example #4
0
    GameObject LoadMonsterFromJson(string monsterSet, int monsterNum)
    {
        GameObject monster = (GameObject)Instantiate(Resources.Load("MonsterPrefabs/" + monsterSet + "/" + monsterNum));

        //monster.SetActive(false);
        monster.transform.position = new Vector3(5000.0f, 5000.0f, 5000.0f);

        #region 몬스터 스탯 로드
        BattleStat tempBattleStat = new BattleStat();

        //Debug.Log("num : " + sample1Num + ", " + sample2Num);
        //Debug.Log("level : " + monsterJson[monsterSet][sample1Num]["level"]);
        tempBattleStat.Level                = monsterJson[monsterSet][monsterNum]["level"].AsInt;
        tempBattleStat.BaseHealthMax        = monsterJson[monsterSet][monsterNum]["hp"].AsFloat;
        tempBattleStat.BaseDefence          = monsterJson[monsterSet][monsterNum]["def"].AsFloat;
        tempBattleStat.BaseAvoid            = monsterJson[monsterSet][monsterNum]["avoid"].AsFloat;
        tempBattleStat.BaseAttack           = monsterJson[monsterSet][monsterNum]["atk"].AsFloat;
        tempBattleStat.BaseAttackSpeed      = monsterJson[monsterSet][monsterNum]["atkspeed"].AsFloat;
        tempBattleStat.BaseCriticalChance   = monsterJson[monsterSet][monsterNum]["critical"].AsFloat;
        tempBattleStat.BaseCriticalDamage   = monsterJson[monsterSet][monsterNum]["atkcritical"].AsFloat;
        tempBattleStat.BasePenetrationFixed = monsterJson[monsterSet][monsterNum]["penetration"].AsFloat;
        tempBattleStat.BaseMoveSpeed        = monsterJson[monsterSet][monsterNum]["movespeed"].AsFloat;
        tempBattleStat.BaseAttackRange      = monsterJson[monsterSet][monsterNum]["range"].AsInt;

        RewardStat tempRewardStat = new RewardStat();
        tempRewardStat.Exp  = monsterJson[monsterSet][monsterNum]["exp"].AsInt;
        tempRewardStat.Gold = monsterJson[monsterSet][monsterNum]["gold"].AsInt;
        #endregion

        Monster monsterComp = monster.GetComponent <Monster>();
        if (monsterSet == "Boss")
        {
            monsterComp.InitMonster(monsterNum, tempBattleStat, tempRewardStat, false);
        }
        else
        {
            monsterComp.InitMonster(monsterNum, tempBattleStat, tempRewardStat);
        }
        SetMonsterDefaultEffects(monsterComp);

        return(monster);
    }
Example #5
0
    public void InitAdventurer(StatData statIn, BattleStat battleStat, RewardStat rewardStat) //
    {
        // 이동가능한 타일인지 확인할 delegate 설정.
        pathFinder.SetValidateTile(ValidateNextTile);
        //SetPathFindEventAdventurer();

        this.battleStat = new BattleStat(battleStat);
        this.rewardStat = new RewardStat(rewardStat);
        //stat 초기화
        this.stat = gameObject.AddComponent <Stat>();
        stat.InitStat(statIn, this);
        if (statIn == null)
        {
            Debug.Log("[InitAdv] stat is null");
        }
        //pathfinder 초기화 // delegate 그대로

        skills           = new Dictionary <string, Skill>();
        temporaryEffects = new Dictionary <string, TemporaryEffect>();
    }
 //Skill uniqueSkill;
 public void InitSpecialAdventurer(StatData stat, BattleStat battleStat, RewardStat rewardStat, string name)
 {
     base.InitAdventurer(stat, battleStat, rewardStat);
     AddSkill(name);
     //SetPathFindEventSpecialAdventurer();
 }