コード例 #1
0
    public void OnDead()
    {
        List <ItemDropInfo> r = new List <ItemDropInfo>();

        for (int i = 0; i < DropCount; i++)
        {
            List <ItemDropInfo> pick = new List <ItemDropInfo>();
            foreach (var ii in DropInfos)
            {
                if (ARandom.Get(ii.drop_chance))
                {
                    pick.Add(ii);
                }
            }
            if (pick.Count == 0)
            {
                continue;
            }
            r.Add(pick[Random.Range(0, pick.Count)]);
        }
        foreach (var i in r)
        {
            ItemDB.Inst.SpawnDroppedItem(
                i.item,
                transform.position,
                Random.Range(i.DropCount.min, i.DropCount.max)
                ).GetComponent <Rigidbody2D>().AddForce(Random.insideUnitCircle * Random.Range(100f, 200f));
        }
    }
コード例 #2
0
    Vector2 calc_spawn_pos(int[] chance_of, float y)
    {
        var r = Random.Range(0, chance_of.Length);
        var t = r + chance_of[r] * (ARandom.Get(50) ? -1 : 1);

        t  = t < 0 ? chance_of.Length - Mathf.Abs(t) : t;
        t %= chance_of.Length;
        return(new Vector2(r, y));
    }
コード例 #3
0
    public bool IsFindCeiling()
    {
        HangTask.mCeilingCoolTimeT += Time.deltaTime;
        if (!HangTask.IsCeilingNearOf())
        {
        }
        else if (HangTask.FindCeiling)
        {
            HangTask.IsFollowEndToCeiling = HangTask.IsCeilingNear();
            return(true);
        }


        if ((FindCeilingT += Time.deltaTime) < HangTask.CeilingCoolTime)
        {
            return(false);
        }
        // 벽에 매달리지 않는다.
        // 벽을 검색 하지 않는 타이머를 설정한 뒤 빠져나온다.
        if (bUseTimer && !ARandom.Get(HangTask.CeilingPercentage))
        {
            FindCeilingT = 0;
            return(false);
        }
        else
        {
            var Tr = Detect.GetHitTrOrNull(transform.position, Vector2.up, HangTask.mCeilingDetectRange, GM.SoildGroundLayer);
            if (Tr)
            {
                HangTask.MyCeiling = Tr;
                // 발견한 천장이 이미 누가 매달려 있는 벽이라면?
                if (FlowerBat_Task_Hang.HangWalls.Contains(HangTask.MyCeiling.gameObject))
                {
                    bUseTimer = false;
                    return(false);
                }

                //찾은 천장을 목적지로 설정.
                HangTask.mCeilingPos = Tr.position;
                //천장을 찾았다.
                HangTask.FindCeiling = true;
                bUseTimer            = true;
            }
            else
            {
                bUseTimer = false;
                return(false);
            }

            FlowerBat_Task_Hang.HangWalls.Add(Tr.gameObject);
            HangTask.IsFollowEndToCeiling = HangTask.IsCeilingNear();
            return(true);
        }
    }
コード例 #4
0
    public void Spawn(Vector2 pos)
    {
        var gv = GridView.Inst[GM.CurMapName][1];

        while (gv.GetNodeAtWorldPostiton(pos).isObstacle)
        {
            pos.x += 1;
        }

        table.for_each(x => ARandom.Get(x.chance).IF(() => Instantiate(x.mob, pos, Quaternion.identity)));
    }
コード例 #5
0
    //=================================================================
    //      ## Mob_WeepingMist :: Hurt
    //=================================================================

    public override void OnHurt()
    {
        if (mHitImmunity)
        {
            return;
        }
        if (ARandom.Get(RandRangeOfTeleport))
        {
            OnTeleportPre();
        }
        else
        {
            base.OnHurt();
        }
        //base.OnHurt();
        //OnTeleportPre();
    }
コード例 #6
0
 public bool MoveRandom()
 {
     if (!m_groundDetectionData.isGrounded)
     {
         return(false);
     }
     m_MoveData.State = MobMoveData.eState.Move;
     m_CurAniST       = eMobAniST.Walk;
     ATimer.Tick(this);
     if (!m_bYMoveCoolTime && !m_bJumpStart)
     {
         m_bYMoveCoolTime = ARandom.Get(70) ? true : ARandom.Get(50) ? Jump() : Fall();
         m_bYMoveCoolTime = true;
         ATimer.Set("JumpFall" + GetInstanceID(), m_MoveData.CoolTime, () => { m_bYMoveCoolTime = false; });
     }
     return(true);
 }