Esempio n. 1
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    // Decrit l'IA d'un enemi
    // Dictionnaire de skills

    // ----------------------------------------------------------------------------------------------------------
    // !!!!!!!!! SELECT NEXT MOVE !!!!!!!!!
    // ----------------------------------------------------------------------------------------------------------

    public static string Next_Move(Enemy_behavior enemy)
    {
        string _name = "";

        //  THINK, GET A NAME

        switch (enemy.enemy_name)
        {
        case "Boxter":

            if (Random.Range(0.0f, 1.0f) > 0.9)
            {
                _name = "Sk_Large_Attack";
            }
            else
            {
                _name = "Sk_Attack";
            }

            break;

        case "Boxtosor": _name = "Sk_Attack";  break;

        default: break;
        }

        // ASSIGN NEXT MOVE

        return(_name);
    }
Esempio n. 2
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    public static void Attack_monster(float power, string _element)
    {
        float _HP_loss = 0;
        int   _t_index = GameObject.Find("Magic_wheel").GetComponent <Magic_wheel_behavior>().target_index;

        Enemy_behavior target = GameObject.Find("Enemies").GetComponent <Enemy_system>().List_target[_t_index].GetComponent <Enemy_behavior>();

        _HP_loss  = power;
        _HP_loss -= target.DEF;
        if (target.vulnerabilities.Contains(_element))
        {
            _HP_loss += _HP_loss * 0.5f;
        }
        if (target.resistances.Contains(_element))
        {
            _HP_loss -= _HP_loss * 0.5f;
        }

        target.HP -= _HP_loss;

        if (target.skill_shield < power)
        {
            target.BreakSkill();
        }
    }
Esempio n. 3
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    // ----------------------------------------------------------------------------------------------------------
    // !!!!!!!!! LAUNCH NEXT MOVE !!!!!!!!!
    // ----------------------------------------------------------------------------------------------------------

    public static void LaunchSkill(string skill, Enemy_behavior enemy)
    {
        switch (skill)
        {
        case "Sk_Attack": Sk_Attack(enemy); break;

        case "Sk_Large_Attack": Sk_Large_Attack(enemy); break;

        default: break;
        }
    }
Esempio n. 4
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    private void OnTriggerEnter2D(Collider2D hitInfo)
    {
        BossBehavior   boss  = hitInfo.GetComponent <BossBehavior>();
        Enemy_behavior enemy = hitInfo.GetComponent <Enemy_behavior>();

        if (enemy != null)
        {
            enemy.TakeDamage(damage);
        }
        else if (boss != null)
        {
            boss.TakeDamage(damage);
        }
        Destroy(gameObject);
    }
Esempio n. 5
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 private void Awake()
 {
     enemyParent = GetComponentInParent <Enemy_behavior>();
 }
Esempio n. 6
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    // ----------------------------------------------------------------------------------------------------------
    // !!!!!!!!!!!!!!! SKILLS FONCTIONS !!!!!!!!!!!!!!!!!
    // ----------------------------------------------------------------------------------------------------------
    static void Sk_Attack(Enemy_behavior enemy)
    {
        float _coef = 1;

        Attack_player(enemy.POW * _coef);
    }