void Update() { queen = GameObject.FindGameObjectWithTag("Boss"); enemies = GameObject.FindGameObjectWithTag("Enemy"); flowers = GameObject.FindGameObjectWithTag("Flower"); if (spawn.Level5 == true) { enemy = GameObject.FindGameObjectWithTag("Boss").GetComponent <Enemy4>(); } if (hive == null) { MainMenu.SetActive(false); WinMenu.SetActive(false); controlMenu.SetActive(false); StartCoroutine(death()); } if (Input.GetKey("escape") || Input.GetButton("Quit")) { Application.Quit(); Debug.Log("quit"); } if (enemy.dead == true) { MainMenu.SetActive(false); EndMenu.SetActive(false); controlMenu.SetActive(false); StartCoroutine(win()); } }
public void SequentialEnemies() { String str = @"[ { ""time"": 100, ""type"": 0, ""x"":10, ""y"": 60}, { ""time"": 200, ""type"": 1, ""x"":20, ""y"": 70}, { ""time"": 300, ""type"": 2, ""x"":30, ""y"": 80}, { ""time"": 400, ""type"": 3, ""x"":40, ""y"": 90}, { ""time"": 500, ""type"": 4, ""x"":50, ""y"": 100}, "; Dictionary <int, List <AbstractEnemy> > story = ScenarioReader.Read(str); Assert.IsInstanceOfType(story[100][0], typeof(Enemy0)); Assert.IsInstanceOfType(story[200][0], typeof(Enemy1)); Assert.IsInstanceOfType(story[300][0], typeof(Enemy2)); Assert.IsInstanceOfType(story[400][0], typeof(Enemy3)); Assert.IsInstanceOfType(story[500][0], typeof(Enemy4)); Enemy0 e0 = (Enemy0)story[100][0]; Enemy1 e1 = (Enemy1)story[200][0]; Enemy2 e2 = (Enemy2)story[300][0]; Enemy3 e3 = (Enemy3)story[400][0]; Enemy4 e4 = (Enemy4)story[500][0]; Assert.AreEqual(10, e0.X); Assert.AreEqual(60, e0.Y); Assert.AreEqual(20, e1.X); Assert.AreEqual(70, e1.Y); Assert.AreEqual(30, e2.X); Assert.AreEqual(80, e2.Y); Assert.AreEqual(40, e3.X); Assert.AreEqual(90, e3.Y); Assert.AreEqual(50, e4.X); Assert.AreEqual(100, e4.Y); }
private void PlaceEnemies(Double left, Double top) { Enemy1.Move(Enemy1.Left + left, Enemy1.Top + top); Enemy2.Move(Enemy1.Left + GameConfigurations.EnemyWidth * 1.5, Enemy1.Top); Enemy3.Move(Enemy2.Left + GameConfigurations.EnemyWidth * 1.5, Enemy1.Top); Enemy4.Move(Enemy3.Left + GameConfigurations.EnemyWidth * 1.5, Enemy1.Top); Enemy5.Move(Enemy1.Left * 1.5, Enemy1.Top + GameConfigurations.EnemyHeight * 1.5); Enemy6.Move(Enemy5.Left + GameConfigurations.EnemyWidth * 1.5, Enemy5.Top); Enemy7.Move(Enemy6.Left + GameConfigurations.EnemyWidth * 1.5, Enemy5.Top); Enemy8.Move(Enemy7.Left + GameConfigurations.EnemyWidth * 1.5, Enemy5.Top); Enemy9.Move(Enemy1.Left * 1.25, Enemy5.Top + GameConfigurations.EnemyHeight * 1.5); Enemy10.Move(Enemy9.Left + GameConfigurations.EnemyWidth * 1.5, Enemy9.Top); Enemy11.Move(Enemy10.Left + GameConfigurations.EnemyWidth * 1.5, Enemy9.Top); Enemy12.Move(Enemy11.Left + GameConfigurations.EnemyWidth * 1.5, Enemy9.Top); Enemy13.Move(Enemy1.Left * 1.5, Enemy10.Top + GameConfigurations.EnemyHeight * 1.5); Enemy14.Move(Enemy13.Left + GameConfigurations.EnemyWidth * 1.5, Enemy13.Top); Enemy15.Move(Enemy14.Left + GameConfigurations.EnemyWidth * 1.5, Enemy13.Top); Enemy16.Move(Enemy15.Left + GameConfigurations.EnemyWidth * 1.5, Enemy13.Top); Enemy17.Move(Enemy1.Left, Enemy13.Top + GameConfigurations.EnemyHeight * 1.5); Enemy18.Move(Enemy17.Left + GameConfigurations.EnemyWidth * 1.5, Enemy17.Top); Enemy19.Move(Enemy18.Left + GameConfigurations.EnemyWidth * 1.5, Enemy17.Top); Enemy20.Move(Enemy19.Left + GameConfigurations.EnemyWidth * 1.5, Enemy17.Top); }
public void Enemy4Movement() { ViewModel vm = new ViewModel(); int seed = 1; Enemy4 enemy = new Enemy4(200, 200, seed); vm.AddEnemy(enemy); Assert.AreEqual("ms-appx:///Images/enemy4.png", enemy.Source.UriSource.AbsoluteUri); Random r = new Random(seed); for (int i = 0; i < 10; i++) { int rx = r.Next(0, (int)(ViewModel.Field.Width - enemy.Width)); int ry = r.Next(0, (int)(ViewModel.Field.Height - enemy.Height)); double dx = (rx - enemy.X) / 50.0; double dy = (ry - enemy.Y) / 50.0; double x = enemy.X; double y = enemy.Y; for (int j = 0; j < 50; j++) { Assert.AreEqual(x + dx * j, enemy.X, 5); Assert.AreEqual(y + dy * j, enemy.Y, 5); vm.Tick(1); } } Assert.AreEqual(20, vm.TotalBullets); }
void Update() { rb = GetComponent <Rigidbody2D>(); boss = GetComponent <Boss>(); enemy2 = GetComponent <Enemy2>(); enemy3 = GetComponent <Enemy3>(); enemy4 = GetComponent <Enemy4>(); }
void Start() { enemy = GetComponent <EnemyMove>(); enemyBos = GetComponent <EnemyBos>(); enemy2 = GetComponent <Enemy2>(); enemy3 = GetComponent <Enemy3>(); enemy4 = GetComponent <Enemy4>(); }
// 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) { localScale = animator.transform.localScale; playerPos = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); rb = animator.GetComponent <Rigidbody2D>(); enemy4 = animator.GetComponent <Enemy4>(); timer = Random.Range(minTime, maxTime); }
void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.tag.Equals("Player") && !isByPlayerCreated) { Debug.Log("Collison with Player"); Player player = col.gameObject.GetComponent <Player>(); PlayerRecord.health -= damage; //Debug.Log("Life of player: " + PlayerRecord.health); } else if (isByPlayerCreated) { if (col.gameObject.tag.Equals("Enemy1")) { Debug.Log("Collison with Enemy1"); Enemy1 enemy1 = col.gameObject.GetComponent <Enemy1>(); enemy1.setHealth(enemy1.getHealth() - damage); //Debug.Log("Life of Enemy1: " + enemy1.getHealth()); } else if (col.gameObject.tag.Equals("Enemy2")) { Debug.Log("Collison with Enemy2"); Enemy2 enemy2 = col.gameObject.GetComponent <Enemy2>(); enemy2.setHealth(enemy2.getHealth() - damage); //Debug.Log("Life of Enemy2: " + enemy2.getHealth()); } else if (col.gameObject.tag.Equals("Enemy3")) { Debug.Log("Collison with Enemy3"); Enemy3 enemy3 = col.gameObject.GetComponent <Enemy3>(); enemy3.setHealth(enemy3.getHealth() - damage); //Debug.Log("Life of Enemy3: " + enemy3.getHealth()); } else if (col.gameObject.tag.Equals("Enemy4")) { Debug.Log("Collison with Enemy4"); Enemy4 enemy4 = col.gameObject.GetComponent <Enemy4>(); enemy4.setHealth(enemy4.getHealth() - damage); //Debug.Log("Life of Enemy4: " + enemy4.getHealth()); } } else if (col.gameObject.tag.Equals("FireBall")) { bool isByPlayerCreatedColFireBall = col.gameObject.GetComponent <FireBall>().getIsByPlayerCreated(); if (isByPlayerCreated ^ isByPlayerCreatedColFireBall) { //Debug.Log("Fireball is destroyed"); Destroy(col.gameObject); Destroy(gameObject); } } }
void Damage4(Transform enemy3) { Enemy4 e = enemy3.GetComponent <Enemy4>(); if (e != null) { e.TakeDamage(BulletDamage); } }
void OnTriggerEnter2D(Collider2D hitInfo) { Enemy enemy = hitInfo.GetComponent <Enemy>(); if (enemy != null) { enemy.TakeDamage(damage); Destroy(gameObject); } Enemy2 enemy2 = hitInfo.GetComponent <Enemy2>(); if (enemy2 != null) { enemy2.TakeDamage(damage); Destroy(gameObject); } Enemy3 enemy3 = hitInfo.GetComponent <Enemy3>(); if (enemy3 != null) { enemy3.TakeDamage(damage); Destroy(gameObject); } Enemy4 enemy4 = hitInfo.GetComponent <Enemy4>(); if (enemy4 != null) { enemy4.TakeDamage(damage); Destroy(gameObject); } Boss1 boss1 = hitInfo.GetComponent <Boss1>(); if (boss1 != null) { boss1.TakeDamage(damage); Destroy(gameObject); } Boss2 boss2 = hitInfo.GetComponent <Boss2>(); if (boss2 != null) { boss2.TakeDamage(damage); Destroy(gameObject); } }
static internal Dictionary <int, List <AbstractEnemy> > Read(String content) { Dictionary <int, List <AbstractEnemy> > story = new Dictionary <int, List <AbstractEnemy> >(); var json = (dynamic)JsonConvert.DeserializeObject(content); foreach (var e in json) { long time = e["time"].Value; long type = e["type"].Value; long x = e["x"].Value; long y = e["y"].Value; long sx = e["sx"]?.Value ?? 0; long sy = e["sy"]?.Value ?? 0; AbstractEnemy enemy = null; switch (type) { case 0: enemy = new Enemy0(x, y); break; case 1: enemy = new Enemy1(x, y); break; case 2: double t = sx > 0 ? -1 : +1; enemy = new Enemy2(x, y, sx, sy, t); break; case 3: enemy = new Enemy3(x, y); break; case 4: enemy = new Enemy4(x, y); break; } List <AbstractEnemy> enemies; if (story.ContainsKey((int)time)) { enemies = story[(int)time]; } else { enemies = new List <AbstractEnemy>(); story[(int)time] = enemies; } enemies.Add(enemy); } return(story); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Boss") { GetComponent <Animator>().SetTrigger("impact"); rb.velocity = transform.right * 0; GameObject gO = collision.gameObject; boss = gO.GetComponent <Boss>(); float damage = PlayerPrefs.GetFloat("playerDamge"); boss.SendMessageUpwards("Damage", damage); boss.gO(gO); } else if (collision.tag == "Enemy2") { GetComponent <Animator>().SetTrigger("impact"); rb.velocity = transform.right * 0; GameObject gO = collision.gameObject; enemy2 = gO.GetComponent <Enemy2>(); float damage = PlayerPrefs.GetFloat("playerDamge"); enemy2.SendMessageUpwards("Damage", damage); enemy2.gO(gO); } else if (collision.tag == "Enemy3") { GetComponent <Animator>().SetTrigger("impact"); rb.velocity = transform.right * 0; GameObject gO = collision.gameObject; enemy3 = gO.GetComponent <Enemy3>(); float damage = PlayerPrefs.GetFloat("playerDamge"); enemy3.SendMessageUpwards("Damage", damage); enemy3.gO(gO); } else if (collision.tag == "Enemy4") { GetComponent <Animator>().SetTrigger("impact"); rb.velocity = transform.right * 0; GameObject gO = collision.gameObject; enemy4 = gO.GetComponent <Enemy4>(); float damage = PlayerPrefs.GetFloat("playerDamge"); enemy4.SendMessageUpwards("Damage", damage); enemy4.gO(gO); } }
/// <summary> /// /// </summary> public GameModel() { GameModel.XDistanceBetweenSprites = 100; GameModel.YDistanceBetweenSprites = 300; GameModel.YDistanceBetweenStars = 50; GameModel.YDistanceBetweenStars = 200; GameModel.YDistanceBetweenBlueStars = 50; GameModel.YDistanceBetweenSmallStars = 200; GameModel.LeftDisplayBorder = 50; GameModel.RightDisplayBorder = 200; GameModel.BottomDisplayBorder = 140; _background = new Background(); _enemies[0] = new Enemy1(4, 3); _enemies[1] = new Enemy2(4, 3); _enemies[2] = new Enemy3(4, 3); _enemies[3] = new Enemy4(4, 3); _spaceShip = new AnimatedSprite(5, 4); for (int i = 0; i < _meteors.Length; i++) { _meteors[i] = new Meteor(9, 8); } for (int i = 0; i < _stars.Length; i++) { _stars[i] = new Star(15, 7); _stars[i].Speed = new Vector2(0, 0.5f); } for (int i = 0; i < _fastStars.Length; i++) { _fastStars[i] = new Star(15, 10); _fastStars[i].Speed = new Vector2(0, 1f); } _InitializeLives(); _progress = new ProgressSprite(); }
public void createEnemy4() { float initialeYPosition = Random.Range(groundTopY + enemy4Height, topCameraBorder - enemy4Height); if (Random.Range(0, 2) == 0) { Enemy4 enemy4 = Instantiate(GameObject.Find("Enemy4").GetComponent <Enemy4>(), new Vector3(leftBorderX, initialeYPosition, 0.0f), Quaternion.identity); enemy4.transform.rotation = new Quaternion(0, 0, 0, 0); enemy4.setDirection(1); } else { Enemy4 enemy4 = Instantiate(GameObject.Find("Enemy4").GetComponent <Enemy4>(), new Vector3(rightBorderX, initialeYPosition, 0.0f), Quaternion.identity); enemy4.transform.rotation = new Quaternion(0, 180, 0, 0); enemy4.setDirection(-1); } }
public void Enemy4DeadWithManyBullets() { ViewModel vm = new ViewModel(); Enemy4 enemy = new Enemy4(200, 200); vm.AddEnemy(enemy); Bullet b; Assert.IsTrue(enemy.IsValid); for (int i = 0; i < 19; i++) { b = new Bullet(enemy.X + enemy.Width / 2, enemy.Y + enemy.Height / 2); vm.AddBullet(b); vm.Tick(1); } Assert.IsTrue(enemy.IsValid); b = new Bullet(enemy.X + enemy.Width / 2, enemy.Y + enemy.Height / 2); vm.AddBullet(b); vm.Tick(1); Assert.IsFalse(enemy.IsValid); }
private void OnTriggerEnter2D(Collider2D collider) { if (collider.GetComponent <AreaCamera>() == null && collider.GetComponent <Player>() == null) // Não é uma câmera nem o Player { Enemy1 enemy1 = collider.GetComponent <Enemy1>(); Enemy2 enemy2 = collider.GetComponent <Enemy2>(); Enemy3 enemy3 = collider.GetComponent <Enemy3>(); Enemy4 enemy4 = collider.GetComponent <Enemy4>(); Boss boss = collider.GetComponent <Boss>(); if (enemy1 != null) // É um inimigo { enemy1.TakeDamage(bulletDamage); } else if (enemy2 != null) { enemy2.TakeDamage(bulletDamage); } else if (enemy3 != null) { enemy3.TakeDamage(bulletDamage); } else if (enemy4 != null) { enemy4.TakeDamage(bulletDamage); } else if (boss != null) { boss.TakeDamage(bulletDamage); } Destroy(gameObject); Instantiate(impactEffect, transform.position, transform.rotation); } }
public E4_PlayerDetectedState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_PlayerDetected stateData, Enemy4 enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
// 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) { enemy1 = animator.GetComponent <Enemy4>(); }
void OnTriggerEnter2D(Collider2D col) { if (col.tag == "Enemy") { Enemy e = col.gameObject.GetComponent <Enemy>(); if (e != null) { if (!(e.GameplayState == 3)) { e.GameplayState = 3; e.AnimState = 3; e.curFrame = 0; level.GetComponent <levelManager>().enemycount--; AudioSource.PlayClipAtPoint(ed, new Vector3(0, 0, 0), vol); } else { e.GameplayState = 0; e.AnimState = 0; e.curFrame = 0; e.patterncount = 0; level.GetComponent <levelManager>().enemycount++; e.GetComponent <SpriteRenderer>().enabled = true; e.GetComponent <SpriteRenderer>().sprite = e.IdleAnimations[0]; AudioSource.PlayClipAtPoint(eu, new Vector3(0, 0, 0), vol); } Destroy(gameObject); return; } Enemy1 e1 = col.gameObject.GetComponent <Enemy1>(); if (e1 != null) { if (!(e1.GameplayState == 3)) { e1.GameplayState = 3; e1.AnimState = 3; e1.curFrame = 0; level.GetComponent <levelManager>().enemycount--; AudioSource.PlayClipAtPoint(ed, new Vector3(0, 0, 0), vol); } else { e1.GameplayState = 0; e1.AnimState = 0; e1.curFrame = 0; e1.patterncount = 0; level.GetComponent <levelManager>().enemycount++; e1.GetComponent <SpriteRenderer>().enabled = true; e1.GetComponent <SpriteRenderer>().sprite = e1.IdleAnimations[0]; AudioSource.PlayClipAtPoint(eu, new Vector3(0, 0, 0), vol); } Destroy(gameObject); return; } Enemy2 e2 = col.gameObject.GetComponent <Enemy2>(); if (e2 != null) { if (!(e2.GameplayState == 3)) { e2.GameplayState = 3; e2.AnimState = 3; e2.curFrame = 0; level.GetComponent <levelManager>().enemycount--; AudioSource.PlayClipAtPoint(ed, new Vector3(0, 0, 0), vol); } else { e2.GameplayState = 0; e2.AnimState = 0; e2.curFrame = 0; e2.patterncount = 0; level.GetComponent <levelManager>().enemycount++; e2.GetComponent <SpriteRenderer>().enabled = true; e2.GetComponent <SpriteRenderer>().sprite = e2.IdleAnimations[0]; AudioSource.PlayClipAtPoint(eu, new Vector3(0, 0, 0), vol); } Destroy(gameObject); return; } Enemy3 e3 = col.gameObject.GetComponent <Enemy3>(); if (e3 != null) { if (!(e3.GameplayState == 3)) { e3.GameplayState = 3; e3.AnimState = 3; e3.curFrame = 0; level.GetComponent <levelManager>().enemycount--; AudioSource.PlayClipAtPoint(ed, new Vector3(0, 0, 0), vol); } else { e3.GameplayState = 0; e3.AnimState = 0; e3.curFrame = 0; e3.patterncount = 0; level.GetComponent <levelManager>().enemycount++; e3.GetComponent <SpriteRenderer>().enabled = true; e3.GetComponent <SpriteRenderer>().sprite = e3.IdleAnimations[0]; AudioSource.PlayClipAtPoint(eu, new Vector3(0, 0, 0), vol); } Destroy(gameObject); return; } Enemy4 e4 = col.gameObject.GetComponent <Enemy4>(); if (e4 != null) { if (!(e4.GameplayState == 3)) { e4.GameplayState = 3; e4.AnimState = 3; e4.curFrame = 0; level.GetComponent <levelManager>().enemycount--; AudioSource.PlayClipAtPoint(ed, new Vector3(0, 0, 0), vol); } else { e4.GameplayState = 0; e4.AnimState = 0; e4.curFrame = 0; e4.patterncount = 0; level.GetComponent <levelManager>().enemycount++; e4.GetComponent <SpriteRenderer>().enabled = true; e4.GetComponent <SpriteRenderer>().sprite = e4.IdleAnimations[0]; AudioSource.PlayClipAtPoint(eu, new Vector3(0, 0, 0), vol); } Destroy(gameObject); return; } Enemy5 e5 = col.gameObject.GetComponent <Enemy5>(); if (e5 != null) { if (!(e5.GameplayState == 3)) { e5.GameplayState = 3; e5.AnimState = 3; e5.curFrame = 0; level.GetComponent <levelManager>().enemycount--; AudioSource.PlayClipAtPoint(ed, new Vector3(0, 0, 0), vol); } else { e5.GameplayState = 0; e5.AnimState = 0; e5.curFrame = 0; e5.patterncount = 0; level.GetComponent <levelManager>().enemycount++; e5.GetComponent <SpriteRenderer>().enabled = true; e5.GetComponent <SpriteRenderer>().sprite = e5.IdleAnimations[0]; AudioSource.PlayClipAtPoint(eu, new Vector3(0, 0, 0), vol); } Destroy(gameObject); return; } Enemy6 e6 = col.gameObject.GetComponent <Enemy6>(); if (e6 != null) { if (!(e6.GameplayState == 3)) { e6.GameplayState = 3; e6.AnimState = 3; e6.curFrame = 0; level.GetComponent <levelManager>().enemycount--; AudioSource.PlayClipAtPoint(ed, new Vector3(0, 0, 0), vol); } else { e6.GameplayState = 0; e6.AnimState = 0; e6.curFrame = 0; e6.patterncount = 0; level.GetComponent <levelManager>().enemycount++; e6.GetComponent <SpriteRenderer>().enabled = true; e6.GetComponent <SpriteRenderer>().sprite = e6.IdleAnimations[0]; AudioSource.PlayClipAtPoint(eu, new Vector3(0, 0, 0), vol); } Destroy(gameObject); return; } BossEnemy e8 = col.gameObject.GetComponent <BossEnemy>(); if (e8 != null) { if (!(e8.GameplayState == 3)) { e8.GameplayState = 3; e8.AnimState = 3; e8.curFrame = 0; level.GetComponent <levelManager>().enemycount--; AudioSource.PlayClipAtPoint(ed, new Vector3(0, 0, 0), vol); } else { e8.GameplayState = 0; e8.AnimState = 0; e8.curFrame = 0; e8.patterncount = 0; level.GetComponent <levelManager>().enemycount++; e8.GetComponent <SpriteRenderer>().enabled = true; e8.GetComponent <SpriteRenderer>().sprite = e8.IdleAnimations[0]; AudioSource.PlayClipAtPoint(eu, new Vector3(0, 0, 0), vol); } Destroy(gameObject); return; } } }
private void Start() { parent = GetComponentInParent <Enemy4>(); }
public void SetEnemy4(Enemy4 enemy4) { //this.enmey2 = enemy2; this.enemy4 = enemy4; }
public E4_IdleState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, Enemy4 enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
private void Start() { _enemy4Script = Enemy4.GetComponent <Enemy4>(); }
private void Start() { _gameManager = GameObject.Find("Game Manager").GetComponent <GameManager>(); _enemy4Script = Enemy4.GetComponent <Enemy4>(); }
/// <summary> /// 单个敌人实例化 /// </summary> public void NewEmeny(int i) { if (i == 1) { Emeny1 Newemeny = new Emeny1(); Newemeny.initdate(); EnemyHp = Newemeny.GetHp; Agi = Newemeny.Agi; Avd = Newemeny.Avd; TextName.text = Newemeny.GetName; // enemyAi[0]=Newemeny; Headportrait = Newemeny.GetHeadportrait; } else if (i == 2) { Emeny2 Newemeny = new Emeny2(); Newemeny.initdate(); EnemyHp = Newemeny.GetHp; TextName.text = Newemeny.GetName; Agi = Newemeny.Agi; Avd = Newemeny.Avd; Headportrait = Newemeny.GetHeadportrait; // enemyAi[0]=Newemeny; } else if (i == 3) { Enemy3 Newemeny = new Enemy3(); Newemeny.initdate(); EnemyHp = Newemeny.GetHp; Avd = Newemeny.Avd; Agi = Newemeny.Agi; Headportrait = Newemeny.GetHeadportrait; TextName.text = Newemeny.GetName; // double [] b={0}; // Debug.Log(enemyAi); // enemyAi[0]=Newemeny; enemyAi.Add(Newemeny); } else if (i == 4) { Enemy4 Newemeny = new Enemy4(); Newemeny.initdate(); EnemyHp = Newemeny.GetHp; Headportrait = Newemeny.GetHeadportrait; Agi = Newemeny.Agi; Avd = Newemeny.Avd; TextName.text = Newemeny.GetName; enemyAi.Add(Newemeny); } else if (i == 5) { Enemy5 Newemeny = new Enemy5(); Newemeny.initdate(); EnemyHp = Newemeny.GetHp; Agi = Newemeny.Agi; Avd = Newemeny.Avd; Headportrait = Newemeny.GetHeadportrait; TextName.text = Newemeny.GetName; enemyAi.Add(Newemeny); } else if (i == 6) { Enemy6 Newemeny = new Enemy6(); Newemeny.initdate(); EnemyHp = Newemeny.GetHp; Agi = Newemeny.Agi; Avd = Newemeny.Avd; Headportrait = Newemeny.GetHeadportrait; TextName.text = Newemeny.GetName; enemyAi.Add(Newemeny); } else if (i == 99) { Enemy99 Newemeny = new Enemy99(); Newemeny.initdate(); EnemyHp = Newemeny.GetHp; Agi = Newemeny.Agi; Avd = Newemeny.Avd; Headportrait = Newemeny.GetHeadportrait; TextName.text = Newemeny.GetName; // double [] b={0}; Debug.Log(enemyAi); // enemyAi[0]=Newemeny; enemyAi.Add(Newemeny); } else { Debug.Log("Input wrong!The enmey" + i + " no Found!"); } if (EnemyHp != 0) { EnemyMaxHp = EnemyHp; Update_HpSlider(EnemyMaxHp, EnemyHp); } }
public E4_ShootAttackState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, Transform attackPosition, D_ShootAttack stateData, Enemy4 enemy) : base(entity, stateMachine, animBoolName, attackPosition, stateData) { this.enemy = enemy; }