private void SetMonster(Transform player) { MonsterSpawner monsterSpawner = null; // 스폰 for (int i = 0; i < _monsterSpawners.Length; i++) { //조건 monsterSpawner = _monsterSpawners[i].GetComponent <MonsterSpawner>(); MonsterKind[] spawnKinds = monsterSpawner._SpawnKind; List <GameObject[]> spawnMonsters = new List <GameObject[]>(); for (int j = 0; j < spawnKinds.Length; ++j) { MonsterKind kind = MonsterKind.NONPASS; switch (spawnKinds[j]) { case MonsterKind.SLIME: kind = MonsterKind.SLIME; break; case MonsterKind.SKELETONWARRIOR: kind = MonsterKind.SKELETONWARRIOR; break; case MonsterKind.ICE_ELEMENTAL: kind = MonsterKind.ICE_ELEMENTAL; break; case MonsterKind.KINGSLIME: kind = MonsterKind.KINGSLIME; break; } spawnMonsters.Add(Utility.ConvertList2Array(Sort(kind))); } monsterSpawner.SetSpawnMonsters(spawnMonsters); monsterSpawner.Spawn(player); } }
public Monster(Region region, MonsterKind monsterKind, bool isOnTower) : base(region) { this.monsterKind = monsterKind; this.isOnTower = isOnTower; SetStats(); strengthPoints = maxStrength; willpowerPoints = maxWillpower; hidden = false; }
private float GetDistance(MonsterKind kind) { float distance = 0; switch (kind) { case MonsterKind.SLIME: distance = 0.3f; break; case MonsterKind.SKELETONWARRIOR: distance = 1f; break; case MonsterKind.KINGSLIME: distance = 1f; break; } return(distance); }
private List <GameObject> Sort(MonsterKind kind) { // 몬스터 찾아서 넣기 List <GameObject> monsters = new List <GameObject>(); for (int i = 0; i < _MonsterPrefabs.Length; ++i) { Monster monster = _MonsterPrefabs[i].GetComponentInChildren <Monster>(); if (monster._Kind == kind && monster._Attributes == DungeonType) { monsters.Add(_MonsterPrefabs[i]); } } return(monsters); }
public Builder(string name, MonsterKind kind) { this.name = name; this.kind = kind; }