public void Selected() { render.material = Outline; var info = new InfoEnemy { HP = hp, MaxHP = maxHP, Armor = armor.ToString(), icon = infoEnemy.icon, iconResist = infoEnemy.iconResist, name = infoEnemy.name, discription = infoEnemy.discription }; GameUIManeger.instance.SelectedEnemy(info); }
//적 생성 갯수 만큼 적 생성. void SpawnEnemy(int spawnOnceCnt) { for (int i = 0; i < spawnOnceCnt; ++i) { if (remainSpawnCount > 0) { Transform spawnPos = RandSpawnPos(); InfoEnemy enemyInfo = RandEnemy(); Enemy enemyObj = ResourceManager.Instance.LoadResource(enemyInfo.prefabPath, spawnPos.position, spawnPos.rotation).GetComponent <Enemy>(); enemyObj.Init(planetObj, enemyInfo); spawnTimer = 0f; //생성 후 해당 생성 위치 비활성화 처리. spawnPos.gameObject.SetActive(false); remainSpawnCount -= 1; } } //해당 생성 시간에 적 갯수 만큼 생성이 완료 되면 비활성화 처리 했던 생성 위치 다시 모두 활성화 처리. ResetAllSpawnPos(); }
//플레이어 트랜스폼 받아 초기화. public void Init(Planet planet, InfoEnemy info) { this.planet = planet; destAttackPoint = BattleManager.Instance.AddEnemy(this); level = DataManager.Instance.enemyLevelDataList[info.ID].Level; HP = info.HP + (info.HPUpg * (level - 1)); speed = info.speed; attackSpeed = info.attackSpeed; attack = info.attack + (info.attackUpg * (level - 1)); enemyInfo = info; state = DefEnum.EnemyState.MOVE; GetComponent <Collider>().enabled = true; if (destAttackPoint != null) { moveState = MoveState.NORMAL; SetDirection(destAttackPoint); } else { moveState = MoveState.NO_DESTINATION; } }
public void SelectedEnemy(InfoEnemy info) { }