コード例 #1
0
 public void Initialize()
 {
     enemy_manager = Enemy_Manager.Instance;
     enemy_script  = gameObject.GetComponent <Enemy>();
     enemy_status  = new Enemy_Status();
     enemy_move    = new Enemy_Move();
 }
コード例 #2
0
ファイル: Sheep.cs プロジェクト: TimeComplexity/DodgeHunting
 public override void setCool()
 {
     com = _enemy.GetComponent<Enemy_Move>();
     user = com._player.GetComponent<Player_Move>();
     com.maxSpeed = 0.187f;
     com.accel = 0.006f;
     com.fricForce = 0.003f;
 }
コード例 #3
0
    void OnAttack(Transform enemy)
    {
        //Point
        gameManager.stagePoint += 100;

        //Reaction Force
        rigid.AddForce(Vector2.up * 10, ForceMode2D.Impulse);       //몬스터 잡을때 반발력(반동)

        //Enemy Die
        Enemy_Move enemyMove = enemy.GetComponent <Enemy_Move>();

        enemyMove.OnDamaged();
    }
コード例 #4
0
 private void Start()
 {
     move = GetComponent <Enemy_Move>();
     StartCoroutine(Attack());
 }
コード例 #5
0
    public override void setCool()
    {
        com = _enemy.GetComponent<Enemy_Move>();
        user = com._player.GetComponent<Player_Move>();
        howling = (GameObject)Instantiate(defaultHowling, new Vector3(0, -3, 0), Quaternion.identity);

        skillWaitTime[1] = 50000; // 만월 / 적월
        skillWaitTime[2] = 50000; // 영역표시
        skillWaitTime[3] = 550; // 할퀴기
        skillWaitTime[4] = 1000; // 하울링
        skillWaitTime[5] = 50000;
        skillWaitTime[0] = 50000;

        com.skillWaitTime[1] = skillWaitTime[1];
        com.skillWaitTime[2] = skillWaitTime[2];
        com.skillWaitTime[3] = skillWaitTime[3];
        com.skillWaitTime[4] = skillWaitTime[4];
        com.skillWaitTime[0] = skillWaitTime[0];
        com.skillWaitTime[5] = skillWaitTime[5];

        com.skillCool[1] = Random.Range(0, skillWaitTime[1]);
        com.skillCool[2] = Random.Range(0, skillWaitTime[2]);
        com.skillCool[3] = Random.Range(0, skillWaitTime[3]);
        com.skillCool[4] = Random.Range(0, skillWaitTime[4]);
        com.skillCool[0] = Random.Range(0, skillWaitTime[0]);
        com.skillCool[5] = skillWaitTime[5];

        com.defaultMaxSpeed = 0.225f;
        com.defaultAccel = 0.012f;
        com.drfaultFricForce = 0.002f;
        if (com._level == 0)
        {
            com.defaultMaxSpeed *= 0.8f;
            com.defaultAccel *= 0.8f;
            com.drfaultFricForce *= 0.8f;
        }
        else if (com._level == 2)
        {
            com.defaultMaxSpeed *= 1.3f;
            com.defaultAccel *= 1.3f;
            com.drfaultFricForce *= 1.3f;
        }
        com.maxSpeed = com.defaultMaxSpeed;
        com.accel = com.defaultAccel;
        com.fricForce = com.drfaultFricForce;
    }
コード例 #6
0
 void Awake()
 {
     EnemyAI = gameObject.GetComponentInParent <Enemy_Move>();
 }
コード例 #7
0
    public override void setCool()
    {
        skillWaitTime[0] = 300;
        skillWaitTime[1] = 900;
        skillWaitTime[2] = 1200;
        skillWaitTime[3] = 100000;
        skillWaitTime[4] = 100000;
        skillWaitTime[5] = 1200;

        com = _enemy.GetComponent<Enemy_Move>();

        for(int i = 0; i<6;++i)
            com.skillWaitTime[i]=skillWaitTime[i];

        for (int i=0; i<5; ++i)
            com.skillCool [i] = Random.Range (0, skillWaitTime [i]);
        com.skillCool[5] = skillWaitTime[5];
        user = com._player.GetComponent<Player_Move>();

        com.defaultMaxSpeed = 0.225f;
        com.defaultAccel=0.012f;
        com.drfaultFricForce=0.003f;
        if(com._level == 0)
        {
            com.defaultMaxSpeed*=0.8f;
            com.defaultAccel*=0.8f;
            com.drfaultFricForce*=0.8f;
        }
        else if(com._level == 2)
        {
            com.defaultMaxSpeed*=1.3f;
            com.defaultAccel*=1.3f;
            com.drfaultFricForce*=1.3f;
        }
        com.maxSpeed = com.defaultMaxSpeed;
        com.accel = com.defaultAccel;
        com.fricForce = com.drfaultFricForce;
    }
コード例 #8
0
ファイル: Suri.cs プロジェクト: TimeComplexity/DodgeHunting
    public override void setCool()
    {
        com = enemy.GetComponent<Enemy_Move>();
        user = com._player.GetComponent<Player_Move>();
        rader = (GameObject)Instantiate(defaultRader, new Vector3(transform.position.x, transform.position.y, transform.position.z), Quaternion.identity);
        rad = rader.GetComponent<Rader>();

        skillWaitTime[0] = 300;
        skillWaitTime[1] = 500;
        skillWaitTime[2] = 1200;
        skillWaitTime[3] = 100000;
        skillWaitTime[4] = 100000;
        skillWaitTime[5] = 1200;

        for (int i = 0; i < 6; ++i)
            com.skillWaitTime[i] = skillWaitTime[i];

        for (int i = 0; i < 5; ++i)
            com.skillCool[i] = Random.Range(0, skillWaitTime[i]);
        com.skillCool[5] = skillWaitTime[5];

        com.defaultMaxSpeed = 0.175f;
        com.defaultAccel = 0.008f;
        com.drfaultFricForce = 0.001f;
        if (com._level == 0)
        {
            com.defaultMaxSpeed *= 0.8f;
            com.defaultAccel *= 0.8f;
            com.drfaultFricForce *= 0.8f;
        }
        else if (com._level == 2)
        {
            com.defaultMaxSpeed *= 1.3f;
            com.defaultAccel *= 1.3f;
            com.drfaultFricForce *= 1.3f;
        }
        com.maxSpeed = com.defaultMaxSpeed;
        com.accel = com.defaultAccel;
        com.fricForce = com.drfaultFricForce;

        this.transform.position = new Vector3(0, 5, 0);
    }
コード例 #9
0
ファイル: wolf.cs プロジェクト: TimeComplexity/DodgeHunting
    public override void setCool()
    {
        com = _enemy.GetComponent<Enemy_Move>();
        user = com._player.GetComponent<Player_Move>();

        skillWaitTime[1] = 50000; // 만월 / 적월
        skillWaitTime[2] = 2500; // 영역표시
        skillWaitTime[3] = 300; // 할퀴기
        skillWaitTime[4] = 700; // 하울링
        skillWaitTime[5] = 2200;
        skillWaitTime[0] = 50000;

        if(this._enemy == Variables.enemy1)
        {
            moon = Instantiate(defaultMoon);
            this.howling = (GameObject)Instantiate(this.defaultHowling, new Vector3(0, -3, 0), Quaternion.identity);
            skillWaitTime[1] = 500;
        }
        else if (this._enemy == Variables.enemy2)
        {
            this.howling = (GameObject)Instantiate(this.defaultHowling, new Vector3(0, -3, 0), Quaternion.identity);
            skillWaitTime[1] = 50000;
            skillWaitTime[2] = 50000;
        }

        for(int i = 0; i<6;++i)
            com.skillWaitTime[i]=skillWaitTime[i];

        for (int i=0; i<5; ++i)
            com.skillCool [i] = Random.Range (0, skillWaitTime [i]);
        com.skillCool[5] = skillWaitTime[5];

        com.defaultMaxSpeed = 0.225f;
        com.defaultAccel=0.012f;
        com.drfaultFricForce=0.002f;
        if(com._level == 0)
        {
            com.defaultMaxSpeed*=0.8f;
            com.defaultAccel*=0.8f;
            com.drfaultFricForce*=0.8f;
        }
        else if(com._level == 2)
        {
            com.defaultMaxSpeed*=1.3f;
            com.defaultAccel*=1.3f;
            com.drfaultFricForce*=1.3f;
        }
        com.maxSpeed = com.defaultMaxSpeed;
        com.accel = com.defaultAccel;
        com.fricForce = com.drfaultFricForce;
    }
コード例 #10
0
    public override void setCool()
    {
        com = _enemy.GetComponent<Enemy_Move>();
        user = com._player.GetComponent<Player_Move>();

        dropCircle = (GameObject) Instantiate(defaultDropCircle, new Vector3(-1,-1,-1), Quaternion.identity);
        defaultDropCircle.GetComponent<DropCircle>().dropLevel = Variables.enemyLevel;

        skillWaitTime[1] = 300; // 300
        skillWaitTime[2] = 900; // 600
        skillWaitTime[3] = 540;
        skillWaitTime[4] = 100000;
        skillWaitTime[5] = 1360;
        skillWaitTime[0] = 500000;

        com.skillWaitTime = skillWaitTime;

        // 스킬 쿨타임, 기다리는 시간 후 그 범위 중 랜덤
        com.skillCool[1] = Random.Range(skillWaitTime[1]/2, skillWaitTime[1]);
        com.skillCool[2] = Random.Range(skillWaitTime[2]/2, skillWaitTime[2]);
        com.skillCool[3] = Random.Range(skillWaitTime[3]/2, skillWaitTime[3]);
        com.skillCool[4] = skillWaitTime[4];
        com.skillCool[0] = Random.Range(skillWaitTime[0]/2, skillWaitTime[0]);
        com.skillCool[5] = skillWaitTime[5];

        // 기본능력치
        com.defaultMaxSpeed = 0.187f;
        com.defaultAccel = 0.006f;
        com.drfaultFricForce = 0.003f;

        if (com._level == 0) // child 능력치 80%
        {
            com.defaultMaxSpeed *= 0.8f;
            com.defaultAccel *= 0.8f;
            com.drfaultFricForce *= 0.8f;
        }
        else if (com._level == 2) // adult 능력치 130%
        {
            com.defaultMaxSpeed *= 1.3f;
            com.defaultAccel *= 1.3f;
            com.drfaultFricForce *= 1.3f;
        }

        // 재삽입
        com.maxSpeed = com.defaultMaxSpeed;
        com.accel = com.defaultAccel;
        com.fricForce = com.drfaultFricForce;
    }
コード例 #11
0
    public override void setCool()
    {
        com = _enemy.GetComponent<Enemy_Move>();
        kang = GetComponent<kangaroo>();
        user = com._player.GetComponent<Player_Move>();

        skillWaitTime[1] = 500000;
        skillWaitTime[2] = 1200;
        skillWaitTime[3] = 720;
        skillWaitTime[4] = 100000;
        skillWaitTime[5] = 500000;
        skillWaitTime[0] = 500000;

        _dropCircle = (GameObject)Instantiate(dropCircle, new Vector3(-1, -1, -1), Quaternion.identity);

        com.skillWaitTime[1] = skillWaitTime[1];
        com.skillWaitTime[2] = skillWaitTime[2];
        com.skillWaitTime[3] = skillWaitTime[3];
        com.skillWaitTime[4] = skillWaitTime[4];
        com.skillWaitTime[0] = skillWaitTime[0];
        com.skillWaitTime[5] = skillWaitTime[5];

        com.skillCool[1] = Random.Range(skillWaitTime[1]/3, skillWaitTime[1]);
        com.skillCool[2] = Random.Range(skillWaitTime[2]/3, skillWaitTime[2]);
        com.skillCool[3] = Random.Range(skillWaitTime[3]/3, skillWaitTime[3]);
        com.skillCool[4] = skillWaitTime[4];
        com.skillCool[0] = Random.Range(skillWaitTime[0]/3, skillWaitTime[0]);
        com.skillCool[5] = skillWaitTime[5];

        // 기본능력치
        com.defaultMaxSpeed = 0.187f;
        com.defaultAccel = 0.006f;
        com.drfaultFricForce = 0.003f;

        if (com._level == 0) // child 능력치 80%
        {
            com.defaultMaxSpeed *= 0.8f;
            com.defaultAccel *= 0.8f;
            com.drfaultFricForce *= 0.8f;
        }
        else if (com._level == 2) // adult 능력치 130%
        {
            com.defaultMaxSpeed *= 1.3f;
            com.defaultAccel *= 1.3f;
            com.drfaultFricForce *= 1.3f;
        }

        com.maxSpeed = com.defaultMaxSpeed;
        com.accel = com.defaultAccel;
        com.fricForce = com.drfaultFricForce;
    }