public MonsterCard(string name, int attackPower, int defensePower, MONSTER_TYPE monsterType, string description) : base(name, CARD_TYPE.Monster) { AttackPower = attackPower; DefensePower = defensePower; MonsterType = monsterType; Description = description; }
/// <summary> /// NOTE : Create Enemy setting Function GUI /// </summary> private void CreateMonster() { GUILayout.Space(10); GUILayout.BeginVertical("Box"); monsterPos = EditorGUILayout.Vector2Field("Monster Position", monsterPos); GUILayout.EndVertical(); GUILayout.Space(10); GUILayout.BeginVertical("Box"); GUILayout.Label("Monster Type", MapToolWindow.titleFont); selectedTypeMonster = GUILayout.Toolbar(selectedTypeMonster, new string[] { MONSTER_TYPE.Fox.ToString() }); GUILayout.Label("추후 추가예정.."); GUILayout.EndVertical(); GUILayout.FlexibleSpace(); if (GUILayout.Button("CREATE", GUILayout.Height(35))) { MONSTER_TYPE mType = (MONSTER_TYPE)selectedTypeMonster; Object tmpmonsterob = AssetDatabase.LoadAssetAtPath(monsterPath + mType.ToString() + ".prefab", typeof(Object)); GameObject insmonsterob = PrefabUtility.InstantiatePrefab(tmpmonsterob) as GameObject; insmonsterob.transform.position = monsterPos; Selection.activeGameObject = insmonsterob; EditorGUIUtility.PingObject(insmonsterob); } GUILayout.Space(10); }
public MobileEntity CreateMonster(MONSTER_TYPE type, Vector2 position) { switch(type) { default: case MONSTER_TYPE.Gunter: return GetGunter(position); } }
// 是否是野怪或者小兵 private bool CheckMonsterType(U3D_Render.EntityView ev) { if (ev.Type == ENTITY_TYPE.TYPE_MONSTER && ev.Property != null) { MONSTER_TYPE type = (MONSTER_TYPE)ev.Property.GetNumProp(ENTITY_PROPERTY.PROPERTY_SEX); return( ev.Flag == (int)MONSTER_SUB_TYPE.MONSTER_SUB_TYPE_SOLDIER || ev.Flag == (int)MONSTER_SUB_TYPE.MONSTER_SUB_TYPE_WILD_MONSTER || ev.Flag == (int)MONSTER_SUB_TYPE.MONSTER_SUB_TYPE_DEFENSIVE_TOWER || ev.Flag == (int)MONSTER_SUB_TYPE.MONSTER_SUB_TYPE_CRYSTAL_TOWER); } return(false); }
public GameObject PopMonster(MONSTER_TYPE type) { int index = (int)type; if (monsterList[index].Count > 0) { GameObject obj = monsterList[index][0]; obj.SetActive(true); monsterList[index].Remove(obj); return(obj); } else { GameObject obj = Instantiate(MonsterPrefabs[index]); obj.name = MonsterPrefabs[index].name; obj.SetActive(true); return(obj); } }
public SpawnMonsterInfo(MONSTER_TYPE _mtype, Vector2 _startpos, Monster ob) { mType = _mtype; startPos = _startpos; monsterModel = ob; }
// type형 몬스터를 보드에 생성한 후 controller 반환 public MonsterController CreateMonster(MONSTER_TYPE type) { return(Instantiate(m_MonsterPrefabs[(int)type], m_MonsterHolder.transform) .GetComponent <MonsterController>()); }