//Special: The oil pool of the Doof cancel units friction and prevent Reapers harvesting public UnitAIDoof(PuzzleMain puzzle, Entity entity) : base(puzzle, entity) { }
// Use this for initialization void Start() { bGameStart = false; // 最初は処理しない bKami = false; CameraChangeFlg = false; // スクリプトの取得 PuzzleMain_cs = GameObject.Find("PuzzleMain").GetComponent <PuzzleMain>(); Playerspown_cs = GameObject.Find("Playerspown").GetComponent <playerspown>(); switch (StageNumber) { case 1: Enemyspown_1_cs = GameObject.Find("EnemySpown").GetComponent <EnemySpown_S1>(); EnemyCnt = 5; break; case 2: Enemyspown_2_cs = GameObject.Find("EnemySpown").GetComponent <EnemySpown_S2>(); EnemyCnt = 6; break; case 3: Enemyspown_3_cs = GameObject.Find("EnemySpown").GetComponent <EnemySpown_S3>(); EnemyCnt = 10; break; case 4: Enemyspown_4_cs = GameObject.Find("EnemySpown").GetComponent <EnemySpown_S4>(); EnemyCnt = 3; break; case 5: Enemyspown_5_cs = GameObject.Find("EnemySpown").GetComponent <EnemySpown_S5>(); EnemyCnt = 6; break; } Pause_cs = GameObject.Find("Pause").GetComponent <Pause> (); SpeedUp_cs = GameObject.Find("SpeedUp").GetComponent <SpeedUp> (); // リスト作成 Player_csList = new List <Player>(); Enemy_csList = new List <Enemy>(); //音のロード Sound.LoadSe("SE_Mis", "Mis_SE"); Sound.LoadSe("SE_Hit", "Hit_SE"); Sound.LoadSe("loose", "SE_Lose"); Sound.LoadSe("SlideMove", "SE_PuzzleMove"); Sound.LoadBgm("Stage_BGM", "GAME_BGM"); Sound.LoadSe("Clear", "SE_clear"); Sound.LoadSe("Attention", "SE_Attention"); Sound.LoadSe("Signal", "SE_Signal"); Sound.LoadSe("Start", "SE_Start"); Sound.LoadSe("Boko", "SE_Boko"); Sound.LoadSe("tetele", "SE_tetele"); Sound.LoadSe("MeFly", "SE_MeFly"); //Sound.PlaySe ("Fly");] EnemyEndFlg = false; PlayerEndFlg = false; }
public UnitAIDestroyer(PuzzleMain puzzle, Entity entity) : base(puzzle, entity) { }
public MeanMaxBoardReader(PuzzleMain puzzleMain) : base(puzzleMain) { }
public AIFactory(PuzzleMain puzzle) { _puzzle = puzzle; }
//The tar pool of the Reaper increase the mass of all units and prevent the tankers destruction public UnitAIReaper(PuzzleMain puzzle, Entity entity) : base(puzzle, entity) { }
protected UnitAIBase(PuzzleMain puzzle, Entity entity) { _puzzle = puzzle; Entity = entity; }