コード例 #1
0
    public void CallRandomEnemy(int _stageNum)
    {
        enemyInfoList.Clear();

        List <GameObject> curStageEnemy = new List <GameObject>();
        int enemyCount = Random.Range(4, 10);

        for (int i = 0; i <= enemyCount; i++)
        {
            int randomNum = Random.Range(0, 2);

            curStageEnemy.Add(enemyFactory.CallEnemy((ENEMYTYPE)randomNum));
        }

        if (_stageNum >= 4)
        {
            int randomNum = Random.Range(0, 2);

            if (randomNum == 1)
            {
                curStageEnemy.Add(enemyFactory.CallEnemy(ENEMYTYPE.ELEPHANTSLUG));
            }
        }

        stageEnemys.Add(curStageEnemy); //층별로 적 게임오브젝트 저장

        //적 목록을 뽑아 저장
        for (int i = 0; i < curStageEnemy.Count; i++)
        {
            enemyInfoList.Add(curStageEnemy[i].GetComponent <Enemy>());
        }
    }
コード例 #2
0
ファイル: EnemyManager.cs プロジェクト: gomdroi/StoneRice
    public void CallRandomEnemy(int _stageNum)
    {
        PoolOff();
        enemyInfoList.Clear();

        int enemyCount = Random.Range(4, 10);

        Debug.Log("현재 층 생성된 몬스터 수 : " + enemyCount);
        for (int i = 0; i < enemyCount; i++)
        {
            Position spawnPos  = enemyFactory.FindValidateTile();
            int      randomNum = 0;
            bool     isSet     = false;

            if (_stageNum < 4)
            {
                randomNum = Random.Range(0, 2);
            }
            else if (_stageNum >= 4)
            {
                randomNum = Random.Range(0, 3);
            }

            switch ((ENEMYTYPE)randomNum)
            {
            case ENEMYTYPE.JELLY:
                for (int j = 0; j < JellyPool.Count; j++)
                {
                    if (JellyPool[j].activeSelf)
                    {
                        continue;
                    }
                    JellyPool[j].SetActive(true);
                    JellyPool[j].transform.position = new Vector2(spawnPos.PosX, spawnPos.PosY);
                    JellyPool[j].GetComponent <Corrosive_Jelly>().EnemyInit();
                    JellyPool[j].GetComponent <Corrosive_Jelly>().Init();
                    isSet = true;
                    break;
                }
                if (isSet == false)
                {
                    JellyPool.Add(enemyFactory.CallEnemy(ENEMYTYPE.JELLY));
                }
                break;

            case ENEMYTYPE.RAT:
                for (int j = 0; j < RatPool.Count; j++)
                {
                    if (RatPool[j].activeSelf)
                    {
                        continue;
                    }
                    RatPool[j].SetActive(true);
                    RatPool[j].transform.position = new Vector2(spawnPos.PosX, spawnPos.PosY);
                    RatPool[j].GetComponent <Rat>().EnemyInit();
                    RatPool[j].GetComponent <Rat>().Init();
                    isSet = true;
                    break;
                }
                if (isSet == false)
                {
                    RatPool.Add(enemyFactory.CallEnemy(ENEMYTYPE.RAT));
                }
                break;

            case ENEMYTYPE.ELEPHANTSLUG:
                for (int j = 0; j < SlugPool.Count; j++)
                {
                    if (SlugPool[j].activeSelf)
                    {
                        continue;
                    }
                    SlugPool[j].SetActive(true);
                    SlugPool[j].transform.position = new Vector2(spawnPos.PosX, spawnPos.PosY);
                    SlugPool[j].GetComponent <Elephant_Slug>().EnemyInit();
                    SlugPool[j].GetComponent <Elephant_Slug>().Init();
                    isSet = true;
                    break;
                }
                if (isSet == false)
                {
                    SlugPool.Add(enemyFactory.CallEnemy(ENEMYTYPE.ELEPHANTSLUG));
                }
                break;
            }
        }

        for (int i = 0; i < JellyPool.Count; i++)
        {
            if (JellyPool[i].activeSelf)
            {
                enemyInfoList.Add(JellyPool[i].GetComponent <Corrosive_Jelly>());
            }
        }

        for (int i = 0; i < RatPool.Count; i++)
        {
            if (RatPool[i].activeSelf)
            {
                enemyInfoList.Add(RatPool[i].GetComponent <Rat>());
            }
        }

        for (int i = 0; i < SlugPool.Count; i++)
        {
            if (SlugPool[i].activeSelf)
            {
                enemyInfoList.Add(SlugPool[i].GetComponent <Elephant_Slug>());
            }
        }

        List <EnemyData> curStageEnemy = new List <EnemyData>();

        for (int i = 0; i < enemyInfoList.Count; i++)
        {
            curStageEnemy.Add(enemyInfoList[i].enemyData);
        }
        stageEnemys.Add(curStageEnemy);
    }