public void SetPlayerDamage(string TypeOfEnemy) { switch (TypeOfEnemy) { case "Enemy_Wallet": _enemyData = GameObject.FindObjectOfType <Enemy_Data>(); _PlayerHealth.PlayerHealth -= _enemyData.EnemyDamage; break; /* * case "Enemy_Spikes": // needs to change to Enemy_<what the object is> example: Enemy_Spikes. * _PlayerHealth.PlayerHealth -= 10; * break; * * case "Enemy_Stone": // needs to change to Enemy_<what the object is> example: Enemy_Spikes. * _PlayerHealth.PlayerHealth -= 15; * break; * case "Enemy_Wallet": * _PlayerHealth.PlayerHealth -= 10; * break; * * case "Enemy_Rocket": // needs to change to Enemy_<what the object is> example: Enemy_Spikes. * _PlayerHealth.PlayerHealth -= 20; * break; * * case "Death_Trigger": // when it touches the death trigger. * _PlayerHealth.PlayerHealth -= 100; * break; */ } }
public void ReadCSVEnemy(){ arrayEnemyData = new List<Enemy_Data>(); List<Dictionary<string, object>> data = CSVReader.Read("csv/" + CSV_ENEMY); Enemy_Data enemy; if (data != null) { for (int i = 0; i < data.Count; i++) { int id = (int)data[i]["id"]; int type = (int)data[i]["type"]; int movement = (int)data[i]["Movement"]; int idModel = (int)data[i]["model"]; int percentage = (int)data[i]["percentage"]; enemy = new Enemy_Data(id,type,movement,idModel,percentage); arrayEnemyData.Add(enemy); } } }
public GameObject InitObject(Enemy_Data enemy){ Enemy enemyControll = null; GameObject model = arrayPrefabsModel[enemy.idModel].GetObject(); if(model) { model.SetActive(true); switch((Type_Movement)enemy.movement) { case Type_Movement.VERTICAL: enemyControll = model.AddComponent<Jet1>(); break; case Type_Movement.TOPLEFT_BOTRIGHT: enemyControll = model.AddComponent<Jet2>(); break; case Type_Movement.TOPRIGHT_BOTLEFT: enemyControll = model.AddComponent<Jet3>(); break; case Type_Movement.TRIANGLE_LEFT: enemyControll = model.AddComponent<Jet4>(); break; case Type_Movement.FLIGHT_SHOOTER: enemyControll = model.AddComponent<FlightShooter>(); break; } enemyControll.damge = damge; enemyControll.speed = speed; enemyControll.rateItem = enemy.percentage; enemyControll.Init(); } return model; }
// Use this for initialization void Start() { enemyData = new Enemy_Data(HP); Debug.Log(gameObject.name + "의 HP : " + enemyData.HP); }
// Use this for initialization void Start() { enemyData = new Enemy_Data(HP); }
void Start() { enemyData = new Enemy_Data(25); deadEnemy = 0; }
void Attack() { m_fAttack_Timer += Time.deltaTime; //if the enemy is vaild then attack it. if(m_gEnemy) { Vector3 Direction = m_gEnemy.transform.position - transform.position; //The enemy is in attack range if(Direction.magnitude < m_fAttack_Range) { Direction.Normalize(); transform.forward = Direction; if(m_fAttack_Timer > m_fAttack_Speed) { m_fAttack_Timer = 0.0f; m_EnemyScript.m_fHealth -= (m_fDamage + m_fDamage_Mod) * m_fDamage_Percent_Mod; } } } else { float Nearest = 100000.0f; GameObject[] NearestEnemy = GameObject.FindGameObjectsWithTag("Enemy"); for(int i = 0; i < NearestEnemy.Length; ++i) { Vector3 Direction = NearestEnemy[i].transform.position - transform.position; if(Direction.magnitude < Nearest) { m_gEnemy = NearestEnemy[i]; Nearest = Direction.magnitude; } } if(m_gEnemy) { m_EnemyScript = m_gEnemy.GetComponent<Enemy_Data>(); } } }
// Use this for initialization void Start() { enemyData = new Enemy_Data(HP); Debug.Log(gameObject.name + "의 체력 : " + enemyData.getHP()); }
void Start() { player = GameObject.Find("Spaceship").transform; enemyData = new Enemy_Data(25); }
void Start() { startingPoint = GameObject.Find("Boss"); enemyData = new Enemy_Data(1000); }