void CreateEnemy() { BattleInfo.BattleModel battle_model = model_.BattleInfoList[0]; foreach (EnemyModel enemy in battle_model.enemy_list) { GameObject enemy_prefab = (GameObject)Resources.Load(enemy.ModelPrefab); GameObject enemy_go = Instantiate(enemy_prefab, enemy_trans_); //GameObject enemy_hpbar_prefab = Resources.Load("Prefab/Battle/UI/PlayerHpBar")as GameObject; GameObject enemy_hpbar_prefab = player_command_info_.PlayerHpBar; HPGauge hp_gauge = Instantiate(enemy_hpbar_prefab, enemy_ui_trans_).GetComponent <HPGauge>(); hp_gauge.SetUp(enemy.Hp); GameObject enemy_damage_text_prehab = player_command_info_.PlayerDamageTextUi; DamageText damage_text = Instantiate(enemy_damage_text_prehab, enemy_ui_trans_).GetComponent <DamageText>(); damage_text.gameObject.SetActive(false); enemy_effect_trans_ = enemy_go.transform.Find("RightHandEffector"); //ここをリスト化した意味は? リスト化したのはデータの更新のため? Enemy enemy_data = enemy_go.GetComponent <Enemy>(); enemy_data.GameObjectBattler = enemy_go; enemy_data.Hpgauge = hp_gauge; enemy_data.MoveTransform = enemy_trans_; enemy_data.EffectTransform = enemy_effect_trans_; enemy_data.Setup(enemy); enemy_list_.Add(enemy_data); enemy_data.DamageText = damage_text; } }
void OnDisable() { onDie -= OnDie; onRevive -= OnRevive; onChangedCanResurrect -= OnChangedCanResurrect; skeletonAnimation.state.Interrupt -= OnInterruptAnimation; isSuperArmor = false; isBlockMove = false; isBlockAttack = false; airborne = false; notTargeting = false; //if(objHPGauge) // objHPGauge.SetActive(false); //hp게이지 도로 풀로 보냄 if (objHPGauge) { HPGauge ui1 = objHPGauge.GetComponent <HPGauge>(); ui1.Init(null); objHPGauge.SetActive(false); objHPGauge = null; } }
void Start() { objHPGauge = (GameObject)Instantiate(preHPGauge, objCanvas.transform); hPGauge = objHPGauge.GetComponent <HPGauge>(); hPGauge.MaxHP = maxHp; hpSlider = gameObject.GetComponent <Slider>(); hpSlider.maxValue = maxHp; hpSlider.value = (float)nowHp / maxHp; }
public UISlider hpSlider; // 체력 슬라이더 // 초기화 private void Awake() { if (instance == null) { instance = this; hpSlider = GetComponentInChildren <UISlider>(); } }
void CreatePlayer() { // 所持キャラ一覧[キャラinfoのidの配列] // // パーティ[キャラinfoのidの配列] List <PlayerInfo> user_chara_list = new List <PlayerInfo>(); BattleInfo.BattleModel battle_model = model_.BattleInfoList[0]; foreach (PlayerModel player in player_info_.PlayerInfoList) { //Summon Playerprefab from PlayerInfo GameObject player_prefab = (GameObject)Resources.Load(player.ModelPrefab); GameObject player_go = Instantiate(player_prefab, player_trans_); //Connect HpGauge and PlayerHp GameObject player_hpbar_prefab = player_command_info_.PlayerHpBar; HPGauge hp_gauge = Instantiate(player_hpbar_prefab, player_ui_trans_).GetComponent <HPGauge>(); hp_gauge.SetUp(player.Hp); GameObject player_damage_text_prehab = player_command_info_.PlayerDamageTextUi; DamageText damage_text = Instantiate(player_damage_text_prehab, player_damage_ui_trans_).GetComponent <DamageText>(); damage_text.gameObject.SetActive(false); //Instance effect_prehab //Heavyknight(Clone)/Crusader_Ctrl_Reference/Crusader_Ctrl_RightHandThumbEffector //player_effect_trans_ = player_go.transform.Find(player.EffectTransform); Transform player_effect_trans = player_go.transform.Find("Crusader_Ctrl_Reference/Crusader_Ctrl_RightHandMiddleEffector"); player_effect_trans_ = GameObject.Find(player.EffectTransform).transform; GameObject effect_prehab = player.Effect; GameObject effect_go = Instantiate(effect_prehab, player_effect_trans_); player_particle_ = effect_go.GetComponent <ParticleSystem>(); //Connect user with PlayerInfo User user_data = player_go.GetComponent <User>(); user_data.GameObjectBattler = player_go; user_data.Hpgauge = hp_gauge; user_data.MoveTransform = player_trans_; user_data.EffectParticle = player_particle_;//New user_data.EffectTransform = player_effect_trans_; user_data.Setup(player); user_list_.Add(user_data); user_data.DamageText = damage_text; } }
void Awake() { instance = this; HPFiend.transform.localScale = new Vector3(1, 1, 1); }
public override void SetBattleGroup(BattleGroup _battleGroup) { if (battleGroup) { battleGroup.blueTeamList.Remove(this); battleGroup.redTeamList.Remove(this); //기존 배틀그룹 관련 콜백 등록 해제 battleGroup.onChangedBattlePhase -= OnChangedBattlePhase; if (buffController && !string.IsNullOrEmpty(battleGroup.dungeonID)) { buffController.DetachBuff(GameDataManager.dungeonBaseDataDic[battleGroup.dungeonID].buffID); } } base.SetBattleGroup(_battleGroup); if (battleGroup) { //배틀그룹 관련 콜백 등록 battleGroup.onChangedBattlePhase += OnChangedBattlePhase; } if (!battleGroup) { //Despawn(); return; } //팀원 추가 될 때 콜백. 패시브 버프 처럼 등장하면서 부터 적용되어야 하는 것들을 위해 필요 if (team == Team.Red) { battleGroup.redTeamList.onAdd += OnAddHeroToTeamList; } else if (team == Team.Blue) { battleGroup.blueTeamList.onAdd += OnAddHeroToTeamList; } //hp게이지 달아주기 if (!objHPGauge) { objHPGauge = Battle.GetObjectInPool(Battle.hpGaugePrefab.name); if (!objHPGauge) { objHPGauge = Instantiate(Battle.hpGaugePrefab, battleGroup.canvasUIBattleCharacter.transform); objHPGauge.name = Battle.hpGaugePrefab.name; Battle.AddObjectToPool(objHPGauge); } } objHPGauge.transform.SetParent(battleGroup.canvasUIBattleCharacter.transform); objHPGauge.SetActive(true); HPGauge ui = objHPGauge.GetComponent <HPGauge>(); ui.Init(this); UpdateActiveState(); }