// 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); } }
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> (); }
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> (); }
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> (); }
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> (); }
/// <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(); }
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++; } }); }
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++; } } }); }
//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(); } } }
// 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); }
// Use this for initialization void Start() { score = GetComponent<EnemyScore>(); }