/// <summary> /// Awake /// </summary> void Awake() { // 各ステータス for (int i = 0; i < (int)item.eExpType.Max; i++) { Levels.Add(0); } EventAttackNear += PlayAttackVoice; EventAttackFar += PlayAttackVoice; }
public EntityEventAttackCore AppendAttackGuidedShot(Transform firetransform, int bulletDamage, float bulletSpeed, EntityBulletType type, int bulletCount, float shotInterval, Func <GameObject> targetGetter, AllyFlag allyFlag = AllyFlag.Enemy, Vector3?defaultDirection = null) { if (defaultDirection == null) { defaultDirection = Vector3.down; } EventAttack colortoAction = new EventAttack(m_IsSequence, m_MonoBehaviour, firetransform); colortoAction.SetGuidedShot(defaultDirection.Value, bulletDamage, bulletSpeed, type, allyFlag, shotInterval, bulletCount, targetGetter); m_EventList.Enqueue(colortoAction); return(this); }
public EntityEventAttackCore AppendAttackTornadoShot(Transform firetransform, int bulletDamage, float bulletSpeed, EntityBulletType type, int bulletCount, float duration, bool followRotation, AllyFlag allyFlag = AllyFlag.Enemy, Vector3?defaultDirection = null, EventAttack.TornadoShot.Direction direction = EventAttack.TornadoShot.Direction.ClockWise) { if (defaultDirection == null) { defaultDirection = Vector3.down; } EventAttack colortoAction = new EventAttack(m_IsSequence, m_MonoBehaviour, firetransform); colortoAction.SetTornadoShot(defaultDirection.Value, bulletDamage, bulletSpeed, type, allyFlag, bulletCount, duration, followRotation, direction); m_EventList.Enqueue(colortoAction); return(this); }
public EntityEventAttackCore AppendAttackCornShot(Transform firetransform, int bulletDamage, float bulletSpeed, EntityBulletType type, float degree, int bulletCount, AllyFlag allyFlag = AllyFlag.Enemy, Vector3?defaultDirection = null) { if (defaultDirection == null) { defaultDirection = Vector3.down; } EventAttack colortoAction = new EventAttack(m_IsSequence, m_MonoBehaviour, firetransform); colortoAction.SetCornShot(defaultDirection.Value, bulletDamage, bulletSpeed, type, allyFlag, degree, bulletCount); m_EventList.Enqueue(colortoAction); return(this); }
public void DoAttack(Game target) { if (target.Health > 0) { target.Health -= Attack; EventAttack?.Invoke($"{Name} нанёс {Attack} урона, атаковав {target.Name}"); // Вызов события if (target.Health > 0) { Console.WriteLine($"У {target.Name} осталось {target.Health} ОЗ"); } else { Console.WriteLine($"{target.Name} был убит!"); } } else { Console.WriteLine($"{target.Name} уже мёртв!"); } }