public WitchController CreateInstance() { if (W_instace == null) { W_instace = new WitchController(); } return(W_instace); }
float skill_Ontime = 0.0f; // 스킬이 생성되고 나서부터의 시간 // Start is called before the first frame update void Start() { this.Witch = GameObject.Find("witch"); this.transform.position = Witch.transform.position; WitchController player_direction = GameObject.Find("witch").GetComponent <WitchController>(); // witch에 부착된 WitchController 스크립트에서 witch의 방향을 호출한다. Skill_Move = (player_direction.playerPos - Witch.transform.position).normalized; // witch가 디텍팅한 player의 위치로 스킬 방향 벡터 설정 transform.localScale = player_direction.PlayerScale; // witch의 방향과 같은 방향으로 이미지 설정 }
//mock atk void actionByATK() { Debug.Log("atk"); Debug.Log(wizardOfPlayer2Test.Length); float[] atkArr = new float[wizardOfPlayer2Test.Length]; foreach (GameObject i in wizardArr) { WitchController aWitch = i.GetComponent <WitchController> (); if (aWitch.cooldown == aWitch.maxCooldown) { int rand = Random.Range(0, atkArr.Length); if (wizardOfPlayer2Test [rand] == 0) { for (int j = 0; j < wizardOfPlayer2Test.Length; j++) { rand = j; if (wizardOfPlayer2Test [rand] != 0) { break; } } } // while(wizardOfPlayer2Test [rand] != 0) { // rand = Random.Range (0,atkArr.Length); // } atkArr [rand] += aWitch.ATK; aWitch.cooldown = 0; } } //ATK ENEMY TO CLIENT DEVICE for (int i = 0; i < atkArr.Length; i++) { wizardOfPlayer2Test [i] -= atkArr [i]; Debug.Log(wizardOfPlayer2Test [i]); if (wizardOfPlayer2Test [i] < 0) { atkArr [i] += wizardOfPlayer2Test [i]; wizardOfPlayer2Test [i] = 0; } } //emit atkArr to socket.io JSONObject json = new JSONObject(JSONObject.Type.OBJECT); JSONObject json_arr = new JSONObject(JSONObject.Type.ARRAY); json.AddField("atk_arr", json_arr); foreach (float i in atkArr) { json_arr.Add(i); } socketIO.Emit("ATK_TO_PLAYER", json); }
float skill_Ontime = 0.0f; // 스킬이 생성되고 나서부터의 시간 // Start is called before the first frame update void Start() { this.Witch = GameObject.Find("witch"); this.transform.position = Witch.transform.position; WitchController player_direction = GameObject.Find("witch").GetComponent <WitchController>(); // witch에 부착된 WitchController 스크립트에서 witch의 방향을 호출한다. if (player_direction.dist == "Left") // Witch가 왼쪽으로 이동 중이면 { Skill_Move = Vector3.left; // 벡터 방향 왼쪽 transform.localScale = new Vector3(1, 1, 1); // 이미지 원본 } else if (player_direction.dist == "Right") // Witch가 오른쪽으로 이동 중이면 { Skill_Move = Vector3.right; // 벡터 방향 오른쪽 transform.localScale = new Vector3(-1, 1, 1); // 이미지 좌우 반전 } }
// void gameTimeScore (){ // if (!isGameOver) { // gameCounter += Time.deltaTime; // } // if(gameCounter >= 1){ // GameObject[] wizardArr = GameObject.FindGameObjectsWithTag ("Wizard"); // score += 10*wizardArr.Length; // gameCounter = 0; // } // } void wizardRitualPhase() { wizardArr = GameObject.FindGameObjectsWithTag("Wizard"); int j = 1; float x = -6; float y = 0; foreach (GameObject i in wizardArr) { // if (!i.GetComponent<WitchController> ().isRitual) { // i.GetComponent<WitchController> ().gameObject.SetActive (false); // } else { // i.GetComponent<WitchController> ().curHR = 99; // } WitchController aWitch = i.GetComponent <WitchController> (); aWitch.isFreeze = true; aWitch.isRitual = true; aWitch.changeToHpBar(); // i.GetComponentInChildren<Canvas> ().enabled = false; // GameObject[] prefers = GameObject.FindGameObjectsWithTag ("PreferElement"); // foreach (GameObject p in prefers) { // p.GetComponent<Image> ().enabled = false; // } //position of wizard in ritual phase; if (j == wizardArr.Length && j % 2 != 0) { y = height * 0.1f; } else { y = height * 0.6f - ((height) / (3)) * (j % 2 + 1); } i.GetComponent <Transform>().position = new Vector3(x, y, 0.1f); j += 1; if (j % 2 != 0) { x += 3.5f; } } GameObject[] prefers = GameObject.FindGameObjectsWithTag("PreferElement"); foreach (GameObject p in prefers) { p.GetComponent <Renderer> ().enabled = false; } }
//mock heal all void actionByWIS() { Debug.Log("wis"); int heal = 0; float[] hpArr = new float[wizardArr.Length]; int temp = 0; float min = 0; for (int i = 0; i < wizardArr.Length; i++) { WitchController aWitch = wizardArr[i].GetComponent <WitchController> (); if (aWitch.cooldown == aWitch.maxCooldown) { if (i == 0 || min > aWitch.curHR && aWitch.curHR != 0) { min = aWitch.curHR; temp = i; } aWitch.cooldown = 0; } heal += aWitch.WIS; } WitchController w = wizardArr[temp].GetComponent <WitchController> (); Debug.Log("before" + w.curHR); w.curHR += heal; Debug.Log("after" + w.curHR); if (w.curHR > w.HP) { w.curHR = w.HP; } //emit healArr to socket.io JSONObject j = new JSONObject(JSONObject.Type.OBJECT); j.AddField("wizard_index", temp); j.AddField("heal_point", heal); socketIO.Emit("WIS_TO_PLAYER", j); }
void Awake() { instance = this; allElement = new GameObject[] { bat_prefer, bird_prefer, cat_prefer, candle_prefer, hat_prefer, hook_prefer, pot_prefer, star_prefer, wand_prefer, }; preferNumber = new int[3]; // ATKNumber.text = ""+ATK; // HPNumber.text = ""+HP; // INTNumber.text = ""+INT; // WISNumber.text = "" + WIS; // AGINumber.text = "" + AGI; }
void actionByInt() { Debug.Log("int"); float[] intArr = new float[wizardOfPlayer2Test.Length]; foreach (GameObject i in wizardArr) { WitchController aWitch = i.GetComponent <WitchController> (); if (aWitch.cooldown == aWitch.maxCooldown) { for (int j = 0; j < intArr.Length; j++) { intArr [j] += aWitch.INT; } aWitch.cooldown = 0; } } for (int i = 0; i < intArr.Length; i++) { wizardOfPlayer2Test [i] -= intArr [i]; if (wizardOfPlayer2Test [i] < 0) { intArr [i] += wizardOfPlayer2Test [i]; wizardOfPlayer2Test [i] = 0; } } //emit atkArr to socket.io JSONObject json_obj = new JSONObject(JSONObject.Type.OBJECT); JSONObject json_arr = new JSONObject(JSONObject.Type.ARRAY); json_obj.AddField("int_arr", json_arr); foreach (float i in intArr) { json_arr.Add(i); } socketIO.Emit("INT_TO_PLAYER", json_obj); }
void OnMouseDown() { instance = this; }
void Awake() { instance = this; allElement = new GameObject[] { bat_prefer, bird_prefer, cat_prefer, candle_prefer, hat_prefer, hook_prefer, pot_prefer, star_prefer, wand_prefer, }; preferNumber = new int[3]; // ATKNumber.text = ""+ATK; // HPNumber.text = ""+HP; // INTNumber.text = ""+INT; // WISNumber.text = "" + WIS; // AGINumber.text = "" + AGI; }
void OnMouseDown() { instance = this; }