Example #1
0
    public void IntializeEnemyInfo3V3(Role_Camp camp)
    {
        enemyInfo = new DeathInfo[1];
        for (int i = 0; i < 3; i++)
        {
            Role_Main temp1 = Scence3v3_Intialize.Instance.role_Players [i].GetComponent <Role_Main> ();
            Role_Main temp2 = Scence3v3_Intialize.Instance.role_AIs [i].GetComponent <Role_Main>();

            if (camp == Role_Camp.Blue)
            {
                if (temp1.roleCamp == Role_Camp.Red)
                {
                    enemyInfo [0].roleMain = temp1;
                }
                if (temp2.roleCamp == Role_Camp.Red)
                {
                    enemyInfo [0].roleMain = temp2;
                }
            }
            if (camp == Role_Camp.Red)
            {
                if (temp1.roleCamp == Role_Camp.Blue)
                {
                    enemyInfo [0].roleMain = temp1;
                }
                if (temp2.roleCamp == Role_Camp.Blue)
                {
                    enemyInfo [0].roleMain = temp2;
                }
            }
        }
    }
Example #2
0
    void Awake()
    {
        kindOfPlayers = new Enum_Role[3];
        kindOfAIs     = new Enum_Role[3];
        role_Players  = new GameObject[3];
        role_AIs      = new GameObject[3];

        uimanager           = GameObject.Find("UI").GetComponent <UIManager> ();
        uimanager.mapSelect = MapSelect.threeVSthree;
        Debug.Log(uimanager.mapSelect);
        _instance = this;
//		kindOfAI = Enum_Role.XiaoYaoZi;           //此行测试用 外部传入数据
//		kindOfPlayer = Enum_Role.Ahri;        //此行测试用 外部传入数据
        IntializeRoleType(Application.dataPath + "/InitializeInfo/HerosChooosed.text"); //选择玩家的英雄角色
        playerCamp = ChoiceCamp();                                                      //选择红蓝方,包括出生位置
        ChoiceBirthPos(playerCamp);

        int skinNumPlayer = 0;                    //当前的皮肤,应当从施传来
        int skinNumEnum   = 0;                    //当前的皮肤,应当从施传来

        for (int i = 0; i < 3; i++)
        {
            GameObject role_PlayerPrefab = ChoicePrefab(kindOfPlayers[i], skinNumPlayer);
            role_Players[i] = Instantiate(role_PlayerPrefab, pos_PlayerInti.position, Quaternion.identity) as GameObject;              //生成玩家的英雄

            GameObject role_AiPrefab = ChoicePrefab(kindOfAIs[i], skinNumEnum);
            role_AIs[i] = Instantiate(role_AiPrefab, pos_AiInti.position, Quaternion.identity) as GameObject; //生成电脑英雄;
        }
        IntilalizeCamp(playerCamp);                                                                           //初始化两边的整容;
    }
Example #3
0
    public void IntializeEnemyInfo1V1(Role_Camp camp)
    {
        Debug.Log("初始化IntializeEnemyInfo1V1");
        enemyInfo = new DeathInfo[1];
        Role_Main temp1 = Scence1v1_Intialize.Instance.role_Player.GetComponent <Role_Main> ();
        Role_Main temp2 = Scence1v1_Intialize.Instance.role_AI.GetComponent <Role_Main> ();

        if (camp == Role_Camp.Blue)
        {
            if (temp1.roleCamp == Role_Camp.Red)
            {
                enemyInfo [0].roleMain = temp1;
            }
            if (temp2.roleCamp == Role_Camp.Red)
            {
                enemyInfo [0].roleMain = temp2;
            }
        }
        if (camp == Role_Camp.Red)
        {
            if (temp1.roleCamp == Role_Camp.Blue)
            {
                enemyInfo [0].roleMain = temp1;
            }
            if (temp2.roleCamp == Role_Camp.Blue)
            {
                enemyInfo [0].roleMain = temp2;
            }
        }
    }
Example #4
0
    public void IntilalizeCamp(Role_Camp camp)
    {
        switch (camp)
        {
        case Role_Camp.Red:
            for (int i = 0; i < 3; i++)
            {
                role_Players[i].GetComponent <Role_Main> ().roleCamp = Role_Camp.Red;
                role_Players[i].layer = LayerMask.NameToLayer("Red");                                                                          //初始化role的层
                role_AIs[i].GetComponent <Role_Main> ().roleCamp = Role_Camp.Blue;
                role_AIs[i].layer = LayerMask.NameToLayer("Blue");
            }
            break;

        case Role_Camp.Blue:
            for (int i = 0; i < 3; i++)
            {
                role_Players[i].GetComponent <Role_Main> ().roleCamp = Role_Camp.Blue;
                role_Players[i].layer = LayerMask.NameToLayer("Blue");
                role_AIs[i].GetComponent <Role_Main> ().roleCamp = Role_Camp.Red;
                role_AIs[i].layer = LayerMask.NameToLayer("Red");
            }
            break;
        }
    }
Example #5
0
 public void BaseStart()
 {
     uiManager = GameObject.Find("UI").GetComponent <UIManager> ();
     if (type_Allrole != Type_Allrole.buffer)                   //是buffer的话就不设置
     {
         if (uiManager.mapSelect == MapSelect.threeVSthree)
         {
             playerCamp = Scence3v3_Intialize.Instance.playerCamp;
         }
         if (uiManager.mapSelect == MapSelect.oneVSone)
         {
             playerCamp = Scence1v1_Intialize.Instance.playerCamp;
         }
         if (roleCamp == playerCamp)
         {
             GetComponent <FOWRevealer> ().enabled  = true;
             GetComponent <FOWRenderers> ().enabled = false;
         }
         else
         {
             GetComponent <FOWRevealer> ().enabled  = false;
             GetComponent <FOWRenderers> ().enabled = true;
         }
     }
 }
 string GetOtherCamp(Role_Camp cam)
 {
     if (cam == Role_Camp.Blue)
     {
         return("Red");
     }
     else
     {
         return("Blue");
     }
 }
 // Update is called once per frame
 void Update()
 {
     if (IsGameOver)
     {
         redWin    = GameCount.Instance.redWin;
         blueWin   = GameCount.Instance.blueWin;
         role_Red  = GameCount.Instance.roles_Red;
         role_Blue = GameCount.Instance.roles_Blue;
         camp      = GameCount.Instance.camp;
         mapSelect = UIManager.instance.mapSelect;
     }
 }
Example #8
0
 public void JudgeGame(Role_Camp winner, Role_Camp player)
 {
     if (winner == player)
     {
         obj_win.SetActive(true);
         obj_button.SetActive(true);
     }
     else
     {
         obj_lose.SetActive(true);
         obj_button.SetActive(true);
     }
 }
//	private AnimatorController ac = RuntimeAnimatorController as AnimatorController;  控制单个动画时使用
//	private StateMachine sm=ac.GetLayer(0).stateMachine;

	void Start(){
		transform.gameObject.AddComponent<Solider_Buff> ();
		camp = GetComponent <RoleInfo> ().roleCamp;
		paths = ChoicePaths (camp);
		layerEnemy = GetComponent <RoleInfo> ().EnemyLayer;
		soliderAgent = transform.GetComponent <NavMeshAgent> ();
		ani = GetComponent<Animator> ();


		if (paths != null  && paths .Length >0) {
			target = paths[index];
		}
//		bullet =Resources .Load <GameObject>("Prefeb_Role/bullet_S");
	}
	}//AI_move

	public Transform[] ChoicePaths(Role_Camp camp1){
		Transform path=GameObject .Find ("PathSolider").transform ;
		Transform[] path2 = new Transform[path.childCount];
		if (camp1 == Role_Camp.Red) {
			for (int i = 0; i < path.childCount ; i++) {
				path2 [i] = path.GetChild (i);
			}
		} 
		else if (camp1 ==Role_Camp.Blue) {
			for (int i = 0; i < path.childCount ; i++) {
				path2 [i] = path.GetChild(path.childCount-i-1);
			}
		} 
		return path2;
	}
    public void ChoiceBirthPos(Role_Camp camp)           //红色方在point_01;蓝色方在point_05
    {
        switch (camp)
        {
        case Role_Camp.Red:
            pos_PlayerInti = GameObject.Find("RebirthPos/RebirthPos_Red").transform;
            pos_AiInti     = GameObject.Find("RebirthPos/RebirthPos_Blue").transform;
            break;

        case Role_Camp.Blue:
            pos_PlayerInti = GameObject.Find("RebirthPos/RebirthPos_Blue").transform;
            pos_AiInti     = GameObject.Find("RebirthPos/RebirthPos_Red").transform;
            break;
        }
    }
Example #12
0
 public void BaseStart()
 {
     uiManager = GameObject.Find("UI").GetComponent <UIManager> ();
     if (type_Allrole != Type_Allrole.buffer)                   //是buffer的话就不设置
     {
         if (uiManager.mapSelect == MapSelect.threeVSthree)
         {
             playerCamp = Scence3v3_Intialize.Instance.playerCamp;
         }
         if (uiManager.mapSelect == MapSelect.oneVSone)
         {
             playerCamp = Scence1v1_Intialize.Instance.playerCamp;
         }
     }
 }
    public void IntilalizeCamp(Role_Camp camp)
    {
        switch (camp)
        {
        case Role_Camp.Red:
            role_Player.GetComponent <Role_Main> ().roleCamp = Role_Camp.Red;
            role_Player.layer = LayerMask.NameToLayer("Red");                                                                      //初始化role的层
            role_AI.GetComponent <Role_Main> ().roleCamp = Role_Camp.Blue;
            role_AI.layer = LayerMask.NameToLayer("Blue");

            break;

        case Role_Camp.Blue:
            role_Player.GetComponent <Role_Main> ().roleCamp = Role_Camp.Blue;
            role_Player.layer = LayerMask.NameToLayer("Blue");
            role_AI.GetComponent <Role_Main> ().roleCamp = Role_Camp.Red;
            role_AI.layer = LayerMask.NameToLayer("Red");
            break;
        }
    }
    void Awake()
    {
        _instance           = this;
        uimanager           = GameObject.Find("UI").GetComponent <UIManager> ();
        uimanager.mapSelect = MapSelect.oneVSone;                                       //初始化是1V1 or 3V3

        IntializeRoleType(Application.dataPath + "/InitializeInfo/HerosChooosed.text"); //选择玩家的英雄角色
        playerCamp = ChoiceCamp();                                                      //选择红蓝方,包括出生位置
        ChoiceBirthPos(playerCamp);

        int        skinNumPlayer     = 0;         //当前的皮肤,应当从施传来
        GameObject role_PlayerPrefab = ChoicePrefab(kindOfPlayer, skinNumPlayer);

        role_Player = Instantiate(role_PlayerPrefab, pos_PlayerInti.position, Quaternion.identity) as GameObject; //生成玩家的英雄

        int        skinNumEnum   = 0;                                                                             //当前的皮肤,应当从施传来
        GameObject role_AiPrefab = ChoicePrefab(kindOfAI, skinNumEnum);

        role_AI = Instantiate(role_AiPrefab, pos_AiInti.position, Quaternion.identity) as GameObject; //生成电脑英雄;

        IntilalizeCamp(playerCamp);                                                                   //初始化两边的整容;
    }
Example #15
0
    // Use this for initialization
    void Start()
    {
        _instance = this;

        uiManager = GameObject.Find("UI").GetComponent <UIManager> ();                               //1V1 or 3V3
        if (uiManager.mapSelect == MapSelect.oneVSone)
        {
            camp           = Scence1v1_Intialize.Instance.playerCamp;
            roleMains_Red  = new Role_Main[1];
            roleMains_Blue = new Role_Main[1];
            roles_Red      = new Record_Role[1];
            roles_Blue     = new Record_Role[1];
            if (camp == Role_Camp.Red)
            {
                roleMains_Red [0]  = Scence1v1_Intialize.Instance.role_Player.GetComponent <Role_Main> ();
                roleMains_Blue [0] = Scence1v1_Intialize.Instance.role_AI.GetComponent <Role_Main> ();
            }
            if (camp == Role_Camp.Blue)
            {
                roleMains_Red [0]  = Scence1v1_Intialize.Instance.role_AI.GetComponent <Role_Main> ();
                roleMains_Blue [0] = Scence1v1_Intialize.Instance.role_Player.GetComponent <Role_Main> ();
            }
        }
        if (uiManager.mapSelect == MapSelect.threeVSthree)
        {
            camp           = Scence3v3_Intialize.Instance.playerCamp;
            roleMains_Red  = new Role_Main[3];
            roleMains_Blue = new Role_Main[3];
            roles_Red      = new Record_Role[3];
            roles_Blue     = new Record_Role[3];
            if (camp == Role_Camp.Red)
            {
                for (int i = 0; i < Scence3v3_Intialize.Instance.role_Players.Length; i++)
                {
                    roleMains_Red [i]  = Scence3v3_Intialize.Instance.role_Players [i].GetComponent <Role_Main> ();
                    roleMains_Blue [i] = Scence3v3_Intialize.Instance.role_AIs [i].GetComponent <Role_Main> ();
                }
            }
            if (camp == Role_Camp.Blue)
            {
                for (int i = 0; i < Scence3v3_Intialize.Instance.role_AIs.Length; i++)
                {
                    roleMains_Red [i]  = Scence3v3_Intialize.Instance.role_AIs [i].GetComponent <Role_Main> ();
                    roleMains_Blue [i] = Scence3v3_Intialize.Instance.role_Players [i].GetComponent <Role_Main> ();
                }
            }
        }



        towerBlue = GameObject.Find("shuiJingBlue").GetComponent <TowerBaseInfo>();
        towerRed  = GameObject.Find("shuiJingRed").GetComponent <TowerBaseInfo> ();
        CanOver   = false;
        cam       = Camera.main.transform;
        redPos    = GameObject.Find("shuiJingRed").transform;
        bluePos   = GameObject.Find("shuiJingBlue").transform;

        obj_win    = GameObject.Find("UI/gameOverShow/win");
        obj_lose   = GameObject.Find("UI/gameOverShow/lose");
        obj_button = GameObject.Find("UI/gameOverShow/gameover");
        obj_win.SetActive(false);
        obj_lose.SetActive(false);
        obj_button.SetActive(false);
    }