Esempio n. 1
0
    void Start()
    {
        // 플레이어,게임매니저 및 기타 컴포넌트 참조
        player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_attack_health>();
        gm     = GameObject.FindGameObjectWithTag("Game_Manager").GetComponent <Game_Manager>();

        if (!rend)
        {
            rend = GetComponent <SpriteRenderer>();
        }
        if (!rb)
        {
            rb = GetComponent <Rigidbody2D>();
        }

        // 최대체력,공격력 초기화
        max_health     = 100 + 20000 * gm.stage_level;
        current_health = max_health;
        damage         = 10 + 100 * gm.stage_level;

        hp_slider.value     = current_health / max_health;
        health_text.text    = string.Format("{0}/{1}", Mathf.Floor(current_health), Mathf.Floor(max_health));
        damage_ui_text.text = string.Format("보스 공격력 : {0}  방어력 : {1}%", damage, gm.stage_level);

        StartCoroutine(Color_change()); // 일정시간마다 보스몬스터의 색상 상태 변경

        // 4가지의 공격패턴을 각각 설정된 시간마다 사용
        StartCoroutine(Attack1());
        StartCoroutine(Attack2());
        StartCoroutine(Attack3());
        StartCoroutine(Attack4());
    }
Esempio n. 2
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 // Start is called before the first frame update
 void Start()
 {
     player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_attack_health>();
     boss   = GameObject.FindGameObjectWithTag("Boss").GetComponent <Boss>();
     gm     = GameObject.FindGameObjectWithTag("Game_Manager").GetComponent <Game_Manager>();
     damage = boss.damage;
 }
Esempio n. 3
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    // Use this for initialization
    void Start()
    {
        if (!Target_player)
        {
            Target_player = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>();
        }
        orignal_position = transform.position; // 초기위치 저장


        // 플레이어, 게임매니저 오브젝트 및 기타 컴포넌트 참조
        player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_attack_health>();
        gm     = GameObject.FindGameObjectWithTag("Game_Manager").GetComponent <Game_Manager>();
        if (!cap_col)
        {
            cap_col = GetComponent <CapsuleCollider2D>();
        }
        if (!rend)
        {
            rend = GetComponent <SpriteRenderer>();
        }
        if (!rb)
        {
            rb = GetComponent <Rigidbody2D>();
        }


        // 체력, 공격력 초기화
        max_health     = 100 + 100 * gm.stage_level;
        current_health = max_health;
        damage         = 10 + 10 * gm.stage_level;

        hp_slider.value = current_health / max_health;
    }
Esempio n. 4
0
    void Start()
    {   // 플레이어와 게임매니저 오브젝트 참조
        player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_attack_health>();
        gm     = GameObject.FindGameObjectWithTag("Game_Manager").GetComponent <Game_Manager>();
        rb     = GetComponent <Rigidbody2D>();

        /// 체력 및 공격력 초기화
        origin_pos     = transform.position;
        max_health     = 100 + 100 * gm.stage_level;
        current_health = max_health;
        damage         = 10 + 10 * gm.stage_level;
    }
Esempio n. 5
0
    // Start is called before the first frame update
    void Start()
    {
        // 플레이어와 게임매니저 오브젝트 참조
        player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_attack_health>();
        gm     = GameObject.FindGameObjectWithTag("Game_Manager").GetComponent <Game_Manager>();

        // 체력 초기화
        max_health      = 100 + 1000 * gm.stage_level;
        current_health  = max_health;
        hp_slider.value = current_health / max_health;

        orign_pos = transform.position;
    }