コード例 #1
0
    public override void AnimationState()
    {
        switch (animationState)
        {
        case State.Idle:
        {
            EnemyObject.GetComponent <Animation>().Play("Idle");        //accessing the EnemyObject property
            break;
        }

        case State.Running:
        {
            EnemyObject.GetComponent <Animation>().Play("Firing");
            break;
        }

        case State.Death:
        {
            EnemyObject.GetComponent <Animation>().Play("Death");
            isDead = true;
            break;
        }

        default:
        {
            break;
        }
        }
    }
コード例 #2
0
ファイル: BossHpScript.cs プロジェクト: peterbekos/turntUp
 // Use this for initialization
 void Start()
 {
     //bossHP = 1;
     hpBarImage      = this.GetComponent <Image>();
     mAnimator       = this.GetComponent <Animator>();
     hitPointsAtFull = boss.GetComponent <EnemyObject>().hitpoints;
 }
コード例 #3
0
ファイル: Manager.cs プロジェクト: salt26/makgora
    IEnumerator UnpauseInGame()
    {
        yield return(null);

        Unpause();
        instance.pausePanel.SetActive(false);
        instance.buttonPause.SetActive(true);
        instance.blindPanel.SetActive(false);

        string gameMode = instance.GetCurrentGame()[0];

        if (gameMode.Equals("Vagabond") || gameMode.Equals("Guardian") || gameMode.Equals("Stalker") ||
            gameMode.Equals("Sniping") || gameMode.Equals("Boss"))
        {
            EnemyObject.GetComponent <Enemy>().SpeakReady();
            yield return(new WaitForSeconds(2.2f));

            if (PlayerObject != null)
            {
                PlayerObject.GetComponent <Player>().SpeakReady();
            }
        }
        else if (gameMode.Equals("Deceiver"))
        {
            PlayerObject.GetComponent <Player>().SpeakReady();
            yield return(new WaitForSeconds(3.5f));

            if (EnemyObject != null)
            {
                EnemyObject.GetComponent <Enemy>().SpeakReady();
            }
        }
        else if (gameMode.Equals("Dummy"))
        {
            PlayerObject.GetComponent <Player>().SpeakReady();
            yield return(new WaitForSeconds(1.8f));

            if (EnemyObject != null)
            {
                EnemyObject.GetComponent <Enemy>().SpeakReady();
            }
        }
    }
コード例 #4
0
    public override bool CanReachEnemy()
    {
        float       distance      = 0.0f;
        EnemyObject nearestObject = GameManager.Instance.GetClosestEnemyObjectTo(Owner.gameObject, ref distance);

        if (nearestObject == null)
        {
            return(false);
        }

        //敵の半径もリーチ計算に入れる
        float extX = nearestObject.GetComponent <BoxCollider>().bounds.extents.x;

        if (distance <= (_reachLength + extX))
        {
            return(true);
        }

        return(false);
    }
コード例 #5
0
    public void UpdateStatusBars()
    {
        PlayerObject[] players = GameManager.Instance.battleComponents.field.GetPlayerObjects();

        for (int i = 0; i < players.Length; i++)
        {
            if (this.statusBars[i] == null)
            {
                continue;
            }

            PlayerObject player = players[i];

            if (player == null)
            {
                this.statusBars[i].gameObject.SetActive(false);
                continue;
            }

            if (i == 0)
            {
                // Heros have mana
                ManaStatusBarUI heroStatusBar = (ManaStatusBarUI)statusBars[i];
                heroStatusBar.SetFighter(player);
                heroStatusBar.SetName(player.Name);
                heroStatusBar.SetHP(player.stats.hp.GetValue(), player.stats.maxHp.GetValue());
                heroStatusBar.SetMana(player.stats.mana.GetValue(), player.stats.maxMana.GetValue());
                heroStatusBar.SetNameColor(player.GetOrderColor());
                heroStatusBar.SetStatusAilmentIcons(player.ailmentController.GetAllAilments().Map(entry => entry.Value));
            }
            else
            {
                // Mooks have energy
                MookStatusBarUI mookStatusBar = (MookStatusBarUI)statusBars[i];
                mookStatusBar.SetFighter(player);
                mookStatusBar.SetName(player.Name);
                mookStatusBar.SetHP(player.stats.hp.GetValue(), player.stats.maxHp.GetValue());
                mookStatusBar.SetStatusAilmentIcons(player.ailmentController.GetAllAilments().Map(entry => entry.Value));
                // Note: Energy might be its own thing later, but for now, lets just use mana

                mookStatusBar.SetEnergy(player.ailmentController.GetAilment("Out of Juice").duration, maxMookEnergy);
                mookStatusBar.SetNameColor(player.GetOrderColor());
                if (!player.HasSetCommand())
                {
                    mookStatusBar.actionMenuUI.UnsetActions();
                }
            }

            this.statusBars[i].gameObject.SetActive(true);
        }

        EnemyObject[] enemies = GameManager.Instance.battleComponents.field.GetEnemyObjects();

        for (int i = 0; i < enemies.Length; i++)
        {
            if (this.enemyStatusBars[i] == null)
            {
                continue;
            }

            EnemyObject enemy = enemies[i];
            if (enemy == null)
            {
                this.enemyStatusBars[i].gameObject.SetActive(false);
                continue;
            }

            enemyStatusBars[i].SetFighter(enemy);
            enemyStatusBars[i].SetName(enemies[i].targetName);
            enemyStatusBars[i].SetHP(enemies[i].stats.hp.GetValue(), enemies[i].stats.maxHp.GetValue());
            enemyStatusBars[i].SetStatusAilmentIcons(enemy.ailmentController.GetAllAilments().Map(entry => entry.Value).Filter(ailment => ailment.icon != null));
            Transform            barMarker     = enemy.GetComponent <FighterPositions>().statusBar;
            WorldspaceToScreenUI barPositioner = enemyStatusBars[i].GetComponent <WorldspaceToScreenUI>();
            barPositioner.SetWorldPoint(barMarker);

            this.enemyStatusBars[i].gameObject.SetActive(true);
        }
    }