Esempio n. 1
0
File: GameLogic.cs Progetto: vcow/td
        /// <summary>
        /// Породить врага.
        /// </summary>
        /// <param name="type">Тип порождаемого врага.</param>
        public void SpawnEnemy(EnemyType type)
        {
            var enemy = new EnemyLogic(EnemiesLibrary.GetEnemyByType(type), _path, this);

            _spawnedEnemies.Add(enemy);
            _controller.AddEnemy(enemy);
        }
Esempio n. 2
0
        private void Attack(EnemyLogic enemy)
        {
            var shot = new ShotLogic(_tower.Weapon, enemy, _cellSize, _position);

            _shots.Add(shot);
            _gameLogic.Shoot(shot);
            Cooldown();
        }
Esempio n. 3
0
File: ShotLogic.cs Progetto: vcow/td
        public ShotLogic(IWeapon weapon, EnemyLogic target, float cellSize, Vector3 position)
        {
            _weapon = weapon;
            _target = target;
            _position = position;
            BulletPosition = position;

            var to = target.GetPosition();

            _totalTime = 0;
            _calcTime = Vector3.Magnitude(to - _position) / cellSize / weapon.BulletSpeed;
            _targetPosition = _target.GetPosition(_calcTime);
        }
Esempio n. 4
0
File: GameLogic.cs Progetto: vcow/td
        /// <summary>
        /// Враг умер.
        /// </summary>
        /// <param name="enemy">Умерший враг.</param>
        public void EnemyDie(EnemyLogic enemy)
        {
            if (_spawnedEnemies.Contains(enemy))
            {
                _spawnedEnemies.Remove(enemy);
                GameModel.Instance.Money += enemy.Model.Price;
            }
            else
            {
                Debug.LogWarning("Enemy already was destroyed.");
            }

            if (_targetHealth > 0 && !_spawnedEnemies.Any() && !_workingWaves.Any() && _waveIterator == null)
            {
                // Закончились враги и волны.
                _controller.Win(GetResult());
            }
        }