Example #1
0
    // Update is called once per frame
    void Update()
    {
        if (timeAdjust <= 0f)
        {
            for (int i = 0; i < maxCds.Length; i++)
            {
                if (maxCds[i] > 3f)
                {
                    maxCds[i] -= 0.25f;
                }
            }

            timeAdjust = 20f;
        }
        else
        {
            timeAdjust -= Time.deltaTime;
        }
        if (player == null)
        {
            Instantiate(endgame, endgame.transform.position, endgame.transform.rotation);
            Destroy(gameObject);
        }

        for (int i = 0; i < spawnCds.Length; i++)
        {
            if (spawnCds[i] <= 0f && maxCds[i] != -100)
            {
                Vector2 spawn = Random.insideUnitCircle;
                spawn *= 20f;

                float x = spawn.x;
                float z = spawn.y;

                GameObject ecp = (GameObject)Instantiate(ecps[i], new Vector3(x, 0f, z), Quaternion.Euler(Vector3.zero));
                ecp.GetComponent <em_move_controller>().SetTarget(player);

                em_properties_cls em_props = prop_manager.GetProperties(i);

                ecp.GetComponent <em_properties>().SetProperties(em_props);

                spawnCds[i] = maxCds[i];
            }
            else
            {
                spawnCds[i] -= Time.deltaTime;
            }
        }
    }
Example #2
0
    public void SetProperties(em_properties_cls props)
    {
        this.ATK     = props.ATK;
        this.DEF     = props.DEF;     // float
        this.SHLD    = props.SHLD;    // float
        this.BULLET  = props.BULLET;  // bool
        this.LASER   = props.LASER;
        this.DROCKET = props.DROCKET; // int
        this.SROCKET = props.SROCKET; // int

        this.WEPCDS = props.WEPCDS;   // float[3] 0: bullet cd 1: laser cd 2: d-rocket recharge cd 3: s-rocket recharge cd

        this.SPD      = props.SPD;
        this.TSPD     = props.TSPD;
        this.MIN_DIST = props.MIN_DIST;
    }
Example #3
0
    public em_properties_cls GetProperties(int i)
    {
        em_properties_cls propsCls = new em_properties_cls();

        propsCls.ATK = ATK[i];
        Debug.Log("PPCS " + ATK[i]);
        propsCls.DEF     = DEF[i];     // float
        propsCls.SHLD    = SHLD[i];    // float
        propsCls.BULLET  = BULLET[i];  // bool
        propsCls.LASER   = LASER[i];
        propsCls.DROCKET = DROCKET[i]; // int
        propsCls.SROCKET = SROCKET[i]; // int

        propsCls.WEPCDS = WEPCDS[i];   // float[3] 0: bullet cd 1: laser cd 2: d-rocket recharge cd 3: s-rocket recharge cd

        propsCls.MIN_DIST = MIN_DIST[i];

        propsCls.SPD  = SPD[i];
        propsCls.TSPD = TSPD[i];

        return(propsCls);
    }