コード例 #1
0
    // Use this for initialization
    public void Init(int _level)
    {
        player      = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_Manager>().gameObject;
        playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_StatsHolder>();

        e_spriteManager = GetComponent <SpriteManager>();
        // set default equipments(will be moved to savefile)
        e_spriteManager.SetHeadEquip(SpriteManager.S_Wardrobe.HEADP_NULL);
        e_spriteManager.SetTopEquip(SpriteManager.S_Wardrobe.TOP_NULL);
        e_spriteManager.SetBottomEquip(SpriteManager.S_Wardrobe.BOTTOM_NULL);
        e_spriteManager.SetShoesEquip(SpriteManager.S_Wardrobe.SHOES_NULL);
        e_spriteManager.SetWeaponEquip(SpriteManager.S_Weapon.DAGGER);

        chasingTimer = 4f;
        maxSpeed     = 5f;

        // Setting Skeleton Initial State as IDLE.
        skeletonState           = EnemySkeletonState.IDLE;
        enemyToPatrolTimer      = 5f;
        canCountDownPatrolTimer = false;
        canPatrol = false;
        // Setting the range for Enemy State to be CHASE.
        enemyChaseRange = 5f;
        // Setting the range for Enemy State to be ATTACk.
        enemyAttackRange        = 1f;
        enemyAttackTimer        = 1f;
        canCountDownAttackTimer = false;
        canAttack = false;

        //Initialize Stats from the leveling system
        enemyLevel     = _level;
        levelingSystem = GetComponent <LevelingSystem>();
        levelingSystem.Init(this, false);
    }
コード例 #2
0
    /* Initializing of Stats */
    void Start()
    {
        /* Stats will be updated accordingly with the leveling system with function <LevelingSystem.Update()> */
        levelingSystem = GetComponent <LevelingSystem>();
        levelingSystem.Init(this, true);


        LevelingEffect = GameObject.FindGameObjectWithTag("Holder").GetComponent <StructureObjectHolder>().LevelUpEffect;
    }
コード例 #3
0
    // Use this for initialization
    public void Init(int _level)
    {
        m_playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_StatsHolder>();

        m_level        = _level;
        levelingSystem = GetComponent <LevelingSystem>();
        levelingSystem.Init(this, false);

        /* Initialize State Machine with its states */
        m_StateMachine = new StateMachine();
        m_StateMachine.AddState(new StateBossIdle("StateIdle", gameObject));
        m_StateMachine.AddState(new StateBossAttack("StateAttack", gameObject));
        m_StateMachine.AddState(new StateBossRage("StateRage", gameObject));
        m_StateMachine.SetNextState("StateIdle");

        dead = false;
    }
コード例 #4
0
    void Start()
    {
        player      = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_Manager>().gameObject;
        playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_StatsHolder>();

        maxSpeed    = 30f;
        followTimer = 2f;

        // The amount of HP that a Pet will use to heal Player.
        addPlayerHP       = 20f;
        HealCoolDownTimer = 10f;
        SpriteRenderTimer = 3f;
        HasPetHeal        = false;
        CanHealCoolDown   = false;
        CanActivateSprite = false;

        // Pet Recovery State
        CanPetRecover   = false;
        HasPetRecover   = false;
        PetRecoverTimer = 20f;

        // Pet current state to be GUARD.
        petState = PetState.FOLLOW;
        // Setting the range for Pet State to be GUARD.
        PetGuardRange = 1f;
        // Setting the range for Pet to heal the Player.
        PetHealRange = 2.5f;
        // Setting the range for Pet State to be TELEPORT.
        PetFollowRange = 5f;
        HasPetTeleport = false;
        // Setting the range for Pet to ATTACK.
        PetAttackRange = 1f;
        HasPetAttack   = false;

        //Initialize Stats from the leveling system
        levelingSystem = GetComponent <LevelingSystem>();
        levelingSystem.Init(this, false);

        // Ignore Collision between Player and Pet.
        Physics2D.IgnoreCollision(GetComponent <Collider2D>(), player.GetComponent <Collider2D>());
    }
コード例 #5
0
 private void SetCurrentLevel(int _currLevel)
 {
     petLevel = _currLevel;
     levelingSystem.Init(this, false);
 }
コード例 #6
0
ファイル: EnemyManager.cs プロジェクト: codeless565/SP4_Unity
 public void Init()
 {
     m_LevelingSystem = GetComponent <LevelingSystem>();
     m_LevelingSystem.Init(this, false);
 }