Esempio n. 1
0
    public void OnMonsterDie(Attacker monster)
    {
        //Debug.Log(monster.name);
        deadCount += 1;
        SoulPool  += monster.SoulPoint;// * SoulRecycle;
        if (monster is HeroAttacker)
        {
            heroDie++;
            foreach (var item in monsters)
            {
                item.GetSoul((int)(monster.SoulPoint * SoulRecycle / monsters.Count));
            }
        }
        else
        {
            monsters.Remove(monster);
            if (monster.transform == Camera.main.GetComponent <FollowTarget>().target)
            {
                Camera.main.GetComponent <FollowTarget>().target = monsters[0].transform;
            }
        }
        hero.GetComponent <skeleton>().OnKillDie(monster.transform);
        foreach (var item in monsters)
        {
            item.GetComponent <ChracterBase>().OnKillDie(monster.transform);
        }


        if (SoulPool > 1000 && monsters.Count < SpawnMonsterCount)
        {
            CreateMonster(monsterPrefabs[0]);
        }
        UpdateUIImmediate();
        tarState.SetAttakcer(Camera.main.GetComponent <FollowTarget>().target.GetComponent <Attacker>().Target);
    }
Esempio n. 2
0
 public void OnMonsterCreate(Attacker monster)
 {
     SoulPool -= monster.SoulPoint;
     if (monster is HeroAttacker)
     {
         hero = monster;
         heroState.SetAttakcer(hero);
     }
     else
     {
         monsters.Add(monster);
     }
     if (SoulLevel > 1)
     {
         monster.GetSoul(SoulLevel * 100);
         SoulPool -= 100 * SoulLevel;
     }
     if (updateCor == null && monsters.Count == SpawnMonsterCount)
     {
         updateCor = StartCoroutine(UpdaetStatusUI());
     }
     popCount += 1;
 }