public void CreateRyu() { //load prefabs PFAlberto = Resources.Load <CAlberto>("Prefabs/PFAlberto"); PFSlime = Resources.Load <CEnemy>("Prefabs/PFSlime"); PFBobby = Resources.Load <CEnemy>("Prefabs/PFBobby"); }
// Use this for initialization void Start() { Debug.Log("CScenePlayGame.Start"); mpUIPlayGame.SetScene(this); mpUIPlayGame.CreateMy(); mpAlberto = Instantiate <CAlberto>(PFAlberto, Vector3.zero, Quaternion.identity); mpAlberto.SetScene(this); mpAlberto.CreateMy(); mEnemyList = new List <CEnemy>(); CEnemy tpEnemy = null; for (int i = 0; i < ENEMY_SLIME_COUNT; i++) { tpEnemy = Instantiate(PFSKeleton, new Vector3((3 + i * 0.5f), 0, 0), Quaternion.identity); tpEnemy.SetScene(this); tpEnemy.CreateMy(); mEnemyList.Add(tpEnemy); } for (int i = 0; i < ENEMY_REDSLIME_COUNT; i++) { tpEnemy = Instantiate(PFRabbit, new Vector3(-(3 + i * 0.5f), 0, 0), Quaternion.identity); tpEnemy.SetScene(this); tpEnemy.CreateMy(); mEnemyList.Add(tpEnemy); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { CAlberto tAlberto = animator.GetComponentInParent <CAlberto>(); if (CAlberto.STATE.ATTACK == tAlberto.GetState()) { tAlberto.SetState(CAlberto.STATE.IDLE); } }
// Use this for initialization void Start() { Invoke("StartBGMForPlayGame", 3.0f); mpAlberto = Instantiate <CAlberto>(CMyGameDataMgr.GetInst().PFAlberto, new Vector3(0, 0, 0), Quaternion.identity); mpEnemyList = new List <CMyEnemy>(); InvokeRepeating("DoCreateEnemy", 1.0f, 1.5f); mpUIPlayGame = GameObject.FindObjectOfType <CUIPlayGame>(); mpUIPlayGame.SetScene(this); }
// Use this for initialization void Start() { mpUIPlayGame = GameObject.FindObjectOfType <CUIPlayGame>(); //findObjectOfType 하이어라키 상의 오브젝트를 불러옴 mpUIPlayGame.SetScene(this); //mpAlberto = Instantiate<CAlberto>(PFAlberto, Vector3.zero, Quaternion.identity); //mpSlime = Instantiate<CEnemy>(PFSlime, Vector3.zero, Quaternion.identity); mpAlberto = Instantiate <CAlberto>(CRyuGameDataMgr.GetInst().PFAlberto, Vector3.zero, Quaternion.identity); mpSlime = Instantiate <CEnemy>(CRyuGameDataMgr.GetInst().PFSlime, Vector3.zero, Quaternion.identity); }
public void CreateRyu() { //load prefabs PFAlberto = Resources.Load <CAlberto>("Prefabs/PFAlberto"); PFSlime = Resources.Load <CEnemy>("Prefabs/PFSlime"); PFBobby = Resources.Load <CEnemy>("Prefabs/PFBobby"); PFEnemy_1 = Resources.Load <CEnemy_1>("Prefabs/PFEnemy_1"); PFBulletSphere = Resources.Load <CBullet>("Prefabs/PFBulletSphere"); CreateWithLanguageType(); CreateWithStageData(); }
// Use this for initialization void Start() { mpUIPlayGame = GameObject.FindObjectOfType <CUIPlayGame>(); //findObjectOfType 하이어라키 상의 오브젝트를 불러옴 mpUIPlayGame.SetScene(this); mpAlberto = Instantiate <CAlberto>(CRyuGameDataMgr.GetInst().PFAlberto, Vector3.zero, Quaternion.identity); mpAlberto.CreateAni(); mpAlberto.SetScene(this); //this.DoCreateEnemy(); mEnemyList = new List <CEnemy>(); InvokeRepeating("DoCreateEnemy", 0.0f, 1.0f); }
public void Create_Game() { int ti = 0; int tCount = 0; mpDxGameOver.CreateRyu(); mpDxGameOver.SetScene(this); mpDxGameOver.Hide(); mpUIPlayGame.SetScene(this); mpAlberto = null; mpAlberto = Instantiate <CAlberto>(PFAlberto, Vector3.zero, Quaternion.identity) as CAlberto; mpAlberto.CreateAni(); mpAlberto.SetScene(this); CSlime tpSlime = null; CRabbit tpRabbit = null; mEnemyList = new List <CEnemy>(); for (int i = 1; i < 10; i++) { tpSlime = null; tpSlime = Instantiate <CSlime>(PFSlime, Vector3.zero, Quaternion.identity) as CSlime; tpSlime.transform.position = new Vector3(-3.0f * Mathf.Pow(-1, i) * i, 0.0f, 0.0f); tpSlime.transform.localScale = new Vector3(Mathf.Pow(-1, i), 1, 1); mEnemyList.Add(tpSlime); tpRabbit = null; tpRabbit = Instantiate <CRabbit>(PFRabbit, Vector3.zero, Quaternion.identity) as CRabbit; tpRabbit.transform.position = new Vector3(-6.0f * Mathf.Pow(-1, i) * i, 0.0f, 0.0f); tpRabbit.transform.localScale = new Vector3(Mathf.Pow(-1, i), 1, 1); mEnemyList.Add(tpRabbit); } tCount = mEnemyList.Count; for (ti = 0; ti < tCount; ti++) { mEnemyList[ti].CreateAni(); mEnemyList[ti].SetScene(this); //mListSlime[ti].SetAlberto(mpAlberto); mEnemyList[ti].SetAlive(true); mEnemyList[ti].Show(); } }
public void Create() { PFAlberto = Resources.Load<CAlberto>("Prefabs/PFAlberto"); PFEnemy_0 = Resources.Load<CEnemy_0>("Prefabs/PFEnemy_0"); PFEnemy_1 = Resources.Load<CEnemy_1>("Prefabs/PFEnemy_1"); PFEnemy_2 = Resources.Load<CEnemy_2>("Prefabs/PFEnemy_2"); PFBullet = Resources.Load<CBullet>("Prefabs/PFBullet"); mCurrentStageIndex = 0; mStageList = new List<string>(); mStageList.Add("CScenePlayGameGrid_0"); mStageList.Add("CScenePlayGameGrid_1"); mStageList.Add("CScenePlayGameGrid_2"); CreateWithLanguageType(); LoadDialogueData(); }
public void SetAlberto(CAlberto tpAlberto) { mpAlberto = tpAlberto; }