Esempio n. 1
0
    public void DashUpDownPattern(Vector3 p_pos, k514SystemManager.DIRECT p_direct)
    {
        List <k514EnemyPattern> l_result = new List <k514EnemyPattern>();
        k514enemyController     l_enemy  = k514SystemManager.SYSTEM_ENEMY_SPAWNER.Spawn(p_pos);

        l_enemy.SetPattern(l_result);

        k514EnemyPatternDashUp l_dashUpPattern = new GameObject().AddComponent <k514EnemyPatternDashUp>();

        l_dashUpPattern.transform.parent = l_enemy.transform;
        l_dashUpPattern.Init(l_enemy, p_direct, 0.125f, 400f);
        l_result.Add(l_dashUpPattern);

        k514EnemyPatternRollinghUp l_rollUpPattern = new GameObject().AddComponent <k514EnemyPatternRollinghUp>();

        l_rollUpPattern.transform.parent = l_enemy.transform;
        l_rollUpPattern.Init(l_enemy, p_direct, 0.125f, 400f);
        l_result.Add(l_rollUpPattern);

        k514EnemyPatternDashDown l_dashDownPattern = new GameObject().AddComponent <k514EnemyPatternDashDown>();

        l_dashDownPattern.transform.parent = l_enemy.transform;
        l_dashDownPattern.Init(l_enemy, 0.05f, p_pos + (int)p_direct * Vector3.right * 10f, Vector3.up * -0.3f);
        l_result.Add(l_dashDownPattern);

        k514EnemyPatternFaint l_faintPattern = new GameObject().AddComponent <k514EnemyPatternFaint>();

        l_faintPattern.transform.parent = l_enemy.transform;
        l_faintPattern.Init(l_enemy, 1f, Vector3.up * -0.42f);
        l_result.Add(l_faintPattern);

        k514EnemyPatternRaise l_raisePattern = new GameObject().AddComponent <k514EnemyPatternRaise>();

        l_raisePattern.transform.parent = l_enemy.transform;
        l_raisePattern.Init(l_enemy, 0.5f);
        l_result.Add(l_raisePattern);

        k514EnemyPatternRaise2 l_raisePattern2 = new GameObject().AddComponent <k514EnemyPatternRaise2>();

        l_raisePattern2.transform.parent = l_enemy.transform;
        l_raisePattern2.Init(l_enemy, 0.5f, new Vector3(1f * (float)p_direct, 0.2f, 0f));
        l_result.Add(l_raisePattern2);

        k514EnemyPatternPose l_posePattern = null;

        l_posePattern = new GameObject().AddComponent <k514EnemyPatternPose>();
        l_posePattern.transform.parent = l_enemy.transform;
        l_posePattern.Init(l_enemy, 1.5f, "Pose1", Vector3.up * 0.18f);
        l_result.Add(l_posePattern);

        l_posePattern = new GameObject().AddComponent <k514EnemyPatternPose>();
        l_posePattern.transform.parent = l_enemy.transform;
        l_posePattern.Init(l_enemy, 0.5f, "Idle");
        l_result.Add(l_posePattern);

        k514EnemyPatternWalk l_walkPattern = new GameObject().AddComponent <k514EnemyPatternWalk>();

        l_walkPattern.transform.parent = l_enemy.transform;
        l_walkPattern.Init(l_enemy, p_direct, 20f, 300f, Vector3.up * -0.14f);
        l_result.Add(l_walkPattern);

        l_enemy.StartPattern();
    }
Esempio n. 2
0
    // Ÿ�� �ɼ�,��ġ�� �� ��� [-24,24], ���ư� ����
    public k514enemyController RandomGenerateUpDownPattern(out float offset, Vector3 p_pos, k514SystemManager.DIRECT p_direct)
    {
        // ref name
        k514EnemyPatternDashUp     l_dashUpPattern   = null;
        k514EnemyPatternRollinghUp l_rollUpPattern   = null;
        k514EnemyPatternDashDown   l_dashDownPattern = null;
        k514EnemyPatternFaint      l_faintPattern    = null;
        k514EnemyPatternRaise      l_raisePattern    = null;
        k514EnemyPatternRaise2     l_raisePattern2   = null;
        k514EnemyPatternPose       l_posePattern     = null;
        k514EnemyPatternWalk       l_walkPattern     = null;
        k514EnemyPatternWalkInTime l_walkTimePattern = null;

        //
        Vector3 l_generatePlace = Vector3.down * 3.3f + Vector3.left * (int)p_direct * 25f;
        float   l_offset = 0f, l_rand = 0f;
        // �� �� ������ �����ϰ� ����.
        List <k514EnemyPattern> l_result = new List <k514EnemyPattern>();
        k514enemyController     l_enemy  = k514SystemManager.SYSTEM_ENEMY_SPAWNER.Spawn(l_generatePlace);

        l_enemy.SetPattern(l_result);

        // pattern regist
        l_rand            = Random.Range(0.1f, 0.5f);
        l_walkTimePattern = new GameObject().AddComponent <k514EnemyPatternWalkInTime>();
        l_walkTimePattern.transform.parent = l_enemy.transform;
        l_walkTimePattern.Init(l_enemy, p_direct, 0.5f * (p_pos.x + l_generatePlace.x), l_rand, Vector3.up * -0.14f);
        l_result.Add(l_walkTimePattern);
        l_offset += l_rand;

        l_rand          = Random.Range(0.125f, 0.225f);
        l_dashUpPattern = new GameObject().AddComponent <k514EnemyPatternDashUp>();
        l_dashUpPattern.transform.parent = l_enemy.transform;
        l_dashUpPattern.Init(l_enemy, p_direct, l_rand, 400f);
        l_result.Add(l_dashUpPattern);
        l_offset += l_rand;

        l_rand          = Random.Range(0.125f, 0.225f);
        l_rollUpPattern = new GameObject().AddComponent <k514EnemyPatternRollinghUp>();
        l_rollUpPattern.transform.parent = l_enemy.transform;
        l_rollUpPattern.Init(l_enemy, p_direct, l_rand, 400f);
        l_result.Add(l_rollUpPattern);
        l_offset += l_rand;

        l_rand            = Random.Range(0.1f, 0.2f);
        l_dashDownPattern = new GameObject().AddComponent <k514EnemyPatternDashDown>();
        l_dashDownPattern.transform.parent = l_enemy.transform;
        l_dashDownPattern.Init(l_enemy, l_rand, p_pos + Vector3.down * 3.3f, Vector3.up * -0.3f);
        l_result.Add(l_dashDownPattern);
        l_offset += l_rand;

        l_rand         = Random.Range(0.8f, 1.6f);
        l_faintPattern = new GameObject().AddComponent <k514EnemyPatternFaint>();
        l_faintPattern.transform.parent = l_enemy.transform;
        l_faintPattern.Init(l_enemy, l_rand, Vector3.up * -0.42f);
        l_result.Add(l_faintPattern);

        l_raisePattern = new GameObject().AddComponent <k514EnemyPatternRaise>();
        l_raisePattern.transform.parent = l_enemy.transform;
        l_raisePattern.Init(l_enemy, 0.5f);
        l_result.Add(l_raisePattern);

        l_raisePattern2 = new GameObject().AddComponent <k514EnemyPatternRaise2>();
        l_raisePattern2.transform.parent = l_enemy.transform;
        l_raisePattern2.Init(l_enemy, 0.5f, new Vector3(1f * (float)p_direct, 0.2f, 0f));
        l_result.Add(l_raisePattern2);

        l_posePattern = new GameObject().AddComponent <k514EnemyPatternPose>();
        l_posePattern.transform.parent = l_enemy.transform;
        l_posePattern.Init(l_enemy, 1.5f, "Pose1", Vector3.up * 0.18f);
        l_result.Add(l_posePattern);

        l_rand        = Random.Range(0.8f, 1.6f);
        l_posePattern = new GameObject().AddComponent <k514EnemyPatternPose>();
        l_posePattern.transform.parent = l_enemy.transform;
        l_posePattern.Init(l_enemy, l_rand, "Idle");
        l_result.Add(l_posePattern);

        l_rand        = Random.Range(225f, 325f);
        l_walkPattern = new GameObject().AddComponent <k514EnemyPatternWalk>();
        l_walkPattern.transform.parent = l_enemy.transform;
        l_walkPattern.Init(l_enemy, p_direct, 50f, l_rand, Vector3.up * -0.14f);
        l_result.Add(l_walkPattern);

        offset = l_offset;
        return(l_enemy);
    }