public bool enemy(Enemy enemy) { UM.infoDabuguo = "你打不过他\n\n"; UM.infoDabuguo += "怪物属性:\n"; UM.infoDabuguo += "生命:" + enemy.shengming + "\n"; UM.infoDabuguo += "攻击:" + enemy.gongji + "\n"; UM.infoDabuguo += "防御:" + enemy.fangyu + "\n"; UM.infoDabuguo += "金币:" + enemy.jinbi + "\n"; UM.infoDabuguo += "经验:" + enemy.jingyan + "\n"; if (HA._gongji <= enemy.fangyu) { UM.state = "dabuguo"; } else { int shanghai = HA._gongji - enemy.fangyu; float cishu = Mathf.Floor(enemy.shengming / shanghai); float zongshanghai = 0; if (enemy.gongji > HA._fangyu) { float shoushang = enemy.gongji - HA._fangyu; zongshanghai = shoushang * cishu; } if (zongshanghai >= HA._shengming) { UM.state = "dabuguo"; } else { AuM.playAudio("fight"); Instantiate(fightAnimation, enemy.gameObject.transform.position, enemy.gameObject.transform.rotation); HA._shengming -= (int)zongshanghai; HA._jingyan += enemy.jingyan; HA.plusJinbi(enemy.jinbi); UM.tipContent = "经验+" + enemy.jingyan + ",金币+" + enemy.jinbi; UM.tipTime = 3f; if (enemy.isDoorProtector) { List <GameObject> protectorGameObject = enemy.doorComponent.protectorGameObject; if (protectorGameObject.Remove(enemy.gameObject)) { if (protectorGameObject.Count == 0) { DoorAnim = enemy.doorComponent.gameObject.GetComponent <tk2dSpriteAnimator>(); DoorAnim.Play("DoorBig"); Destroy(enemy.doorComponent.gameObject, 0.5f); tk2dTileMap tm = GameObject.Find("TileMap").GetComponent <tk2dTileMap>(); int x, y; tm.GetTileAtPosition(enemy.doorComponent.gameObject.transform.position, out x, out y); tm.ClearTile(x, y, 1); } } } Destroy(enemy.gameObject); return(true); } } return(false); }
public void buyItem(int x) { switch (x) { case 11: if (HA._jinbi >= 10) { HA.plusJinbi(-10); HA._key_yellow += 1; } break; case 12: if (HA._jinbi >= 50) { HA.plusJinbi(-50); HA._key_blue += 1; } break; case 13: if (HA._jinbi >= 100) { HA.plusJinbi(-100); HA._key_red += 1; } break; case 14: if (HA._jinbi >= 150) { HA.plusJinbi(-150); HA._key_yellow += 1; HA._key_blue += 1; HA._key_red += 1; } break; case 21: if (HA._jinbi >= 25) { HA.plusJinbi(-25); HA._gongji += 1; } break; case 22: if (HA._jinbi >= 25) { HA.plusJinbi(-25); HA._fangyu += 1; } break; case 23: if (HA._jinbi >= 50) { HA.plusJinbi(-50); HA._gongji += 1; HA._fangyu += 1; } break; case 24: if (HA._jinbi >= 100) { HA.plusJinbi(-100); HA._gongji += 2; HA._fangyu += 2; } break; case 31: if (HA._jinbi >= 25) { HA.plusJinbi(-25); HA._shengming += 100; } break; case 32: if (HA._jinbi >= 50) { HA.plusJinbi(-50); HA._shengming += 200; } break; case 33: if (HA._jinbi >= 100) { HA.plusJinbi(-100); HA._key_yellow += 500; } break; case 34: if (HA._jinbi >= 200) { HA.plusJinbi(-200); HA._key_yellow += 1000; } break; case 41: if (HA._jinbi >= 250) { HA.plusJinbi(-250); HA._gongji += 10; } break; case 42: if (HA._jinbi >= 500) { HA.plusJinbi(-500); HA._gongji += 20; } break; case 43: if (HA._jinbi >= 1000) { HA.plusJinbi(-1000); HA._gongji += 40; } break; case 44: if (HA._jinbi >= 2000) { HA.plusJinbi(-2000); HA._gongji += 80; } break; case 51: if (HA._jinbi >= 3500) { HA.plusJinbi(-3500); HA._gongji += 150; } break; case 52: if (HA._jinbi >= 250) { HA.plusJinbi(-250); HA._fangyu += 10; } break; case 53: if (HA._jinbi >= 500) { HA.plusJinbi(-500); HA._fangyu += 20; } break; case 54: if (HA._jinbi >= 1000) { HA.plusJinbi(-1000); HA._fangyu += 40; } break; case 61: if (HA._jinbi >= 2000) { HA.plusJinbi(-2000); HA._fangyu += 80; } break; case 62: if (HA._jinbi >= 3500) { HA.plusJinbi(-3500); HA._fangyu += 150; } break; default: break; } }