コード例 #1
0
ファイル: Enemy.cs プロジェクト: Mariring/ourproject
 public void SetInitState(EnemyInitState _state)
 {
     isLeft   = !(_state._isLeft);
     originHp = _state._originHp;
     nowHp    = originHp;
     speed    = _state._speed;
 }
コード例 #2
0
    public void ReduceEnemyNum()
    {
        if (spawnEnemyNum == 0)
        {
            return;
        }

        --spawnEnemyNum;

        EnemyInitState[] newSpawnEnemys  = new EnemyInitState[spawnEnemyNum];
        bool[]           newSpawnDirLeft = new bool[spawnEnemyNum];
        float[]          newSpawnDelay   = new float[spawnEnemyNum];
        EnemyValue[]     newEnemeyValue  = new EnemyValue[spawnEnemyNum];

        //Debug.Log(spawnEnemyNum);
        //Debug.Log(spawnEnemy.Length);
        for (int i = 0; i < spawnEnemyNum; ++i)
        {
            newSpawnEnemys[i]  = spawnEnemy[i];
            newSpawnDirLeft[i] = spawnDirLeft[i];
            newSpawnDelay[i]   = spawnDelay[i];
            newEnemeyValue[i]  = spawnEnemyValue[i];
        }

        spawnEnemy      = newSpawnEnemys;
        spawnDirLeft    = newSpawnDirLeft;
        spawnDelay      = newSpawnDelay;
        spawnEnemyValue = newEnemeyValue;
    }
コード例 #3
0
    public void ChangeEnemyNum(int _num)
    {
        if (_num < 0)
        {
            _num = 0;
        }

        //spawnEnemyNum = _num;
        EnemyInitState[] newSpawnEnemys  = new EnemyInitState[_num];
        bool[]           newSpawnDirLeft = new bool[_num];
        float[]          newSpawnDelay   = new float[_num];
        EnemyValue[]     newEnemyValue   = new EnemyValue[_num];

        if (_num > spawnEnemyNum)
        {
            for (int i = 0; i < spawnEnemyNum; ++i)
            {
                newSpawnEnemys[i]  = spawnEnemy[i];
                newSpawnDirLeft[i] = spawnDirLeft[i];
                newSpawnDelay[i]   = spawnDelay[i];
                newEnemyValue[i]   = spawnEnemyValue[i];
            }
        }
        else
        {
            for (int i = 0; i < _num; ++i)
            {
                newSpawnEnemys[i]  = spawnEnemy[i];
                newSpawnDirLeft[i] = spawnDirLeft[i];
                newSpawnDelay[i]   = spawnDelay[i];
                newEnemyValue[i]   = spawnEnemyValue[i];
            }
        }

        spawnEnemyNum   = _num;
        spawnEnemy      = newSpawnEnemys;
        spawnDirLeft    = newSpawnDirLeft;
        spawnDelay      = newSpawnDelay;
        spawnEnemyValue = newEnemyValue;
    }
コード例 #4
0
    public void AddEnemyNum()
    {
        ++spawnEnemyNum;

        EnemyInitState[] newSpawnEnemys  = new EnemyInitState[spawnEnemyNum];
        bool[]           newSpawnDirLeft = new bool[spawnEnemyNum];
        float[]          newSpawnDelay   = new float[spawnEnemyNum];
        EnemyValue[]     newEnemeyValue  = new EnemyValue[spawnEnemyNum];


        for (int i = 0; i < spawnEnemyNum - 1; ++i)
        {
            newSpawnEnemys[i]  = spawnEnemy[i];
            newSpawnDirLeft[i] = spawnDirLeft[i];
            newSpawnDelay[i]   = spawnDelay[i];
            newEnemeyValue[i]  = spawnEnemyValue[i];
        }

        spawnEnemy      = newSpawnEnemys;
        spawnDirLeft    = newSpawnDirLeft;
        spawnDelay      = newSpawnDelay;
        spawnEnemyValue = newEnemeyValue;
    }
コード例 #5
0
    public void SyncVariableLength()
    {
        if (spawnEnemyNum == 0)
        {
            return;
        }

        //Debug.Log("spawnNum : " + spawnEnemyNum + "Asd : " + spawnEnemy.Length);
        if (spawnEnemyNum != spawnEnemy.Length)
        {
            EnemyInitState[] newSpawnEnemys = new EnemyInitState[spawnEnemyNum];
            for (int i = 0; i < newSpawnEnemys.Length; ++i)
            {
                if (i >= spawnEnemy.Length)
                {
                    break;
                }
                newSpawnEnemys[i] = spawnEnemy[i];
            }
            spawnEnemy = newSpawnEnemys;
        }

        if (spawnEnemyNum != spawnDirLeft.Length)
        {
            bool[] newSpawnDirLeft = new bool[spawnEnemyNum];
            for (int i = 0; i < newSpawnDirLeft.Length; ++i)
            {
                if (i >= spawnDirLeft.Length)
                {
                    break;
                }
                newSpawnDirLeft[i] = spawnDirLeft[i];
            }
            newSpawnDirLeft = spawnDirLeft;
        }

        if (spawnEnemyNum != spawnDelay.Length)
        {
            float[] newDelayEnemys = new float[spawnEnemyNum];
            for (int i = 0; i < newDelayEnemys.Length; ++i)
            {
                if (i >= spawnDelay.Length)
                {
                    break;
                }
                newDelayEnemys[i] = spawnDelay[i];
            }
            spawnDelay = newDelayEnemys;
        }


        if (spawnEnemyNum != spawnEnemyValue.Length)
        {
            EnemyValue[] newSpawnEnemyValue = new EnemyValue[spawnEnemyNum];
            for (int i = 0; i < newSpawnEnemyValue.Length; ++i)
            {
                if (i >= spawnEnemyValue.Length)
                {
                    break;
                }

                newSpawnEnemyValue[i] = spawnEnemyValue[i];
            }
            spawnEnemyValue = newSpawnEnemyValue;
        }
    }