//float startHealth, int attackDamage, float speed, int exp, float chasingDistance, EnemyType enemyType, public virtual void DataSetUp(ZombiesInfo info) { _hp = info.HP; //_attackDamage = info.ATTACKDAMAGE; _speed = info.MOVESPEED; _hasExp = info.EXP; _chasingDistance = info.CHASINGDISTANCE; _enemyType = info.ENEMYTYPE; }
protected override void Parse(string text) { string[] row = text.Split('\n'); List <string> rowlist = new List <string>(); for (int i = 0; i < row.Length; ++i) { if (!string.IsNullOrEmpty(row[i])) { string s = row[i].Replace('\r', ' '); rowlist.Add(s.Trim()); } } string[] subject = rowlist[0].Split(','); for (int j = 1; j < rowlist.Count; ++j) { string[] val = rowlist[j].Split(','); ZombiesInfo zombiesInfo = new ZombiesInfo(); for (int i = 0; i < subject.Length; ++i) { switch (subject[i]) { case "IDX": int.TryParse(val[i], out zombiesInfo.IDX); break; case "NAME": zombiesInfo.NAME = val[i]; break; case "ENEMYTYPE": System.Enum.TryParse(val[i], out zombiesInfo.ENEMYTYPE); break; case "CHASINGDISTANCE": float.TryParse(val[i], out zombiesInfo.CHASINGDISTANCE); break; case "HP": float.TryParse(val[i], out zombiesInfo.HP); break; case "MOVESPEED": float.TryParse(val[i], out zombiesInfo.MOVESPEED); break; case "ATTACKDAMAGE": int.TryParse(val[i], out zombiesInfo.ATTACKDAMAGE); break; case "EXP": int.TryParse(val[i], out zombiesInfo.EXP); break; case "SHOOTDISTANCE": float.TryParse(val[i], out zombiesInfo.SHOOTDISTANCE); break; case "BULLETDISTANCE": float.TryParse(val[i], out zombiesInfo.BULLETDISTANCE); break; case "SHOOTSPEED": float.TryParse(val[i], out zombiesInfo.SHOOTSPEED); break; case "SHOOTDAMAGE": float.TryParse(val[i], out zombiesInfo.SHOOTDAMAGE); break; case "SHOOTPOWER": float.TryParse(val[i], out zombiesInfo.SHOOTPOWER); break; } } AddInfo(zombiesInfo.IDX, zombiesInfo); } }
//float startHealth, int attackDamage, float speed, int exp,float chasingDistance, EnemyType enemyType, public override void DataSetUp(ZombiesInfo info) { base.DataSetUp(info); _rangeDistance = info.SHOOTDISTANCE; _shootDamage = info.SHOOTDAMAGE; _bulletDistance = info.BULLETDISTANCE; _shootSpeed = info.SHOOTSPEED; _shootPower = info.SHOOTPOWER; }
private void CreateZombies(GameObject prefab, ZombiesInfo info) { GameObject obj = Instantiate(prefab, transform); obj.GetComponent <Enemy>().DataSetUp(info); if (obj.GetComponent <GunEnemy>() != null) { obj.GetComponent <GunEnemy>().DataSetUp(info); } _zombiesList.Add(obj); obj.SetActive(false); }
public void SetData(ZombiesInfo info) { startHP = info.HP; currhealth = startHP; bulletSpeed = info.SHOOTSPEED; Speed = info.MOVESPEED; ShootRange = info.SHOOTDISTANCE; shootDamage = info.SHOOTDAMAGE; shootPower = info.SHOOTPOWER; bulletDistance = info.SHOOTDISTANCE; MeleeRange = 2; }
public virtual void SetData(ZombiesInfo info) { }