コード例 #1
0
 // other methods
 public void checkLevelUP(EnemyScore enemyScore, EnemyEnergy enemyEnergy, EnemyAttack enemyAttack)
 {
     if (enemyScore.getScore() >= scoreLevel)          // check if the player can level up or not
     {
         levelUP(enemyEnergy, enemyAttack);
     }
 }
コード例 #2
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	void Start () {
		// initialize enemy's attribute
		enemy = GameObject.FindGameObjectWithTag("Enemy"); // find enemy gameobject int the scene
		enemyAttribute = enemy.GetComponent<Enemy> ();
		enemyScore = enemy.GetComponent<EnemyScore> ();
		enemyAttack = enemy.GetComponent<EnemyAttack> ();
	}
コード例 #3
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 void Start()
 {
     // initialize enemy's attribute
     enemy          = GameObject.FindGameObjectWithTag("Enemy"); // find enemy gameobject int the scene
     enemyAttribute = enemy.GetComponent <Enemy> ();
     enemyScore     = enemy.GetComponent <EnemyScore> ();
     enemyAttack    = enemy.GetComponent <EnemyAttack> ();
 }
コード例 #4
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	void Awake() {
		// intialize enemy's attribute
		enemyScore = GetComponent<EnemyScore> ();
		enemyAttack = GetComponent<EnemyAttack> ();
		enemyEnergy = GetComponent<EnemyEnergy> ();
		enemyLevel = GetComponent<EnemyLevel> ();

		// other flag status
		facingLeft = true; // enemy start in the scene facing left
		grounded = false;
		doubleJump = false;

		source = GetComponent<AudioSource> ();
	}
コード例 #5
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    void Awake()
    {
        // intialize enemy's attribute
        enemyScore  = GetComponent <EnemyScore> ();
        enemyAttack = GetComponent <EnemyAttack> ();
        enemyEnergy = GetComponent <EnemyEnergy> ();
        enemyLevel  = GetComponent <EnemyLevel> ();

        // other flag status
        facingLeft = true;         // enemy start in the scene facing left
        grounded   = false;
        doubleJump = false;

        source = GetComponent <AudioSource> ();
    }
コード例 #6
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        /// <summary>
        /// Saves the score in a simple XML document.
        /// </summary>
        private void SaveGame()
        {
            FileStream        fileStream        = new FileStream("rps.xml", FileMode.Create);
            XmlWriterSettings xmlWriterSettings = new XmlWriterSettings();
            XmlWriter         xmlWriter         = XmlWriter.Create(fileStream, xmlWriterSettings);

            xmlWriter.WriteStartElement("score");
            xmlWriter.WriteElementString("playerscore", PlayerScore.ToString());
            xmlWriter.WriteElementString("enemyscore", EnemyScore.ToString());
            xmlWriter.WriteEndElement();

            xmlWriter.Flush();
            xmlWriter.Close();
            fileStream.Close();
        }
コード例 #7
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    protected override void OnInitialize()
    {
        deathcount = 0;
        _collider  = GetComponent <Collider2D>();
        _score     = GetComponent <EnemyScore>();

        //何かに接触したとき
        _collider.OnCollisionEnter2DAsObservable()
        .Subscribe(x =>
        {
            //衝突対象のEnemyScoreを取得
            var pcore = x.gameObject.GetComponent <PlayerCore>();
            var rb    = x.gameObject.GetComponent <Rigidbody2D>();

            //空でなければ(プレイヤーであるなら)
            if (pcore != null && rb != null)
            {
                if (deathcount > deathmax)
                {
                    //入れ替えるオブジェクトをまずせいせい
                    var gm = Instantiate(replace, transform.position, transform.rotation);

                    //入れ替えオブジェクトのRigidBodyを取得
                    var new_rb = gm.GetComponent <Rigidbody2D>();

                    //リジッドボディパラメーターをこぴー
                    new_rb.velocity        = rb.velocity;
                    new_rb.angularVelocity = rb.angularVelocity;

                    //スコアボーナスモードへ突入
                    _score.BonusScore();

                    AudioManager.PlaySE(SEResouces.Hit1);
                    AudioManager.PlaySE(SEResouces.Hit1);

                    //自分自身を削除
                    Core.Kill();
                }
                deathcount++;
            }
        });
    }
コード例 #8
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    protected override void OnInitialize()
    {
        deathcount = 0;
        _collider  = GetComponent <Collider2D>();
        _score     = GetComponent <EnemyScore>();

        //何かに接触したとき
        //Q:
        //なんかIF文いっぱいでイヤ・・・
        //
        _collider.OnCollisionEnter2DAsObservable()
        .Subscribe(x =>
        {
            //衝突対象のPlayerCoreを取得
            var pcore = x.gameObject.GetComponent <PlayerCore>();

            //空であればプレイヤーではない
            if (pcore != null)
            {
                //接触相手はプレイヤーなのでモードを強制的に変えてあげます。
                //モードチェンジの条件
                if (pcore._PlayerState.Value != PlayerState.GabageBugMode)
                {
                    if (deathcount > deathmax)
                    {
                        //強制的に変更
                        _score.BonusScore(5.0f);

                        //相手のステートをゴミ箱モードに変更して
                        pcore.ChangeState(PlayerState.GabageBugMode);

                        //自分は死にます
                        Core.Kill();
                    }
                    deathcount++;
                }
            }
        });
    }
コード例 #9
0
ファイル: TwentyOneGame.cs プロジェクト: Yunkan/Zhitie-csharp
        //Проверка победы.
        private void CheckResults()
        {
            //Если у игрока и противника нажаты "пас".
            if (PlayerPassed && EnemyPassed)
            {
                EnemyScoreText.Text = EnemyScore.ToString() + "/21";

                EnemyFirstCard.Visible = false;
                Cards[1].Visible       = true;

                //Ничья.
                if (PlayerScore == EnemyScore)
                {
                    rndMoney = 0;
                    MessageBox.Show("Ничья!");
                    Close();
                }
                //Если очков у игрока больше чем у противника и яу обоих меньше или равно 21, то выйграл игрок.
                else if (PlayerScore > EnemyScore && PlayerScore <= 21 && EnemyScore <= 21)
                {
                    rndMoney = Convert.ToInt32(Convert.ToInt32(bet.Text) + Convert.ToInt32(bet.Text) * 1.25f);
                    MessageBox.Show("Ты победил!");
                    Close();
                }//Иначе.
                else if (PlayerScore < EnemyScore && PlayerScore <= 21 && EnemyScore <= 21)
                {
                    rndNum = rnd.Next(0, 4);

                    rndMoney = -Convert.ToInt32(bet.Text);
                    MessageBox.Show(LoseInBattle[rndNum]);
                    Close();
                }//Если очки у всех больше 21, но у игрока меньше, то он победил.
                else if (PlayerScore > 21 && EnemyScore > 21 && PlayerScore < EnemyScore)
                {
                    rndMoney = Convert.ToInt32(Convert.ToInt32(bet.Text) + Convert.ToInt32(bet.Text) * 1.25f);
                    MessageBox.Show("Ты победил!");
                    Close();
                }//Иначе.
                else if (PlayerScore > 21 && EnemyScore > 21 && PlayerScore > EnemyScore)
                {
                    rndNum = rnd.Next(0, 4);

                    rndMoney = -Convert.ToInt32(bet.Text);
                    MessageBox.Show(LoseInBattle[rndNum]);
                    Close();
                }//Если у игрока больше 21, а у противника меньше, то игрок проиграл.
                else if (PlayerScore > 21 && PlayerScore > EnemyScore)
                {
                    rndNum = rnd.Next(0, 4);

                    rndMoney = -Convert.ToInt32(bet.Text);
                    MessageBox.Show(LoseInBattle[rndNum]);
                    Close();
                }//Иначе.
                else if (EnemyScore > 21 && PlayerScore < EnemyScore)
                {
                    rndMoney = Convert.ToInt32(Convert.ToInt32(bet.Text) + Convert.ToInt32(bet.Text) * 1.25f);
                    MessageBox.Show("Ты победил!");
                    Close();
                }
            }
        }
コード例 #10
0
	// other methods
	public void checkLevelUP(EnemyScore enemyScore, EnemyEnergy enemyEnergy, EnemyAttack enemyAttack) {
		if (enemyScore.getScore () >= scoreLevel) // check if the player can level up or not
			levelUP (enemyEnergy, enemyAttack);
	}
コード例 #11
0
ファイル: Health.cs プロジェクト: neil-mcmunn/Shmup
 // Use this for initialization
 void Start()
 {
     score = GetComponent<EnemyScore>();
 }