コード例 #1
0
ファイル: TriggerTextAI.cs プロジェクト: MCR2601/Bloody-Tower
    public override void Calculate(OmniBehaviour t)
    {
        RectInt rec = new RectInt(t.Position.x, t.Position.y, Width, Height);

        if (rec.Contains(PlayerMovement.playerMovement.position))
        {
            for (int i = 0; i < Message.Count; i++)
            {
                GameManager.manager.UpdateMessages(Message[i]);
                GameManager.manager.playerStats.__sanity -= 5;
            }
            GameManager.manager.enemies.Remove(t.gameObject);
            GameObject.Destroy(t.gameObject);
        }
    }
コード例 #2
0
ファイル: HiddenDoorAI.cs プロジェクト: MCR2601/Bloody-Tower
    public override void Calculate(OmniBehaviour t)
    {
        // checks if the player is near to the position and

        int dis = MapUtility.MoveDistance(PlayerMovement.playerMovement.position, t.Position);

        if (dis > TriggerRange)
        {
            // we draw a regular wall
            if (MapUtility.IsInbounds(t.Position))
            {
                MapManager.map[t.Position.x, t.Position.y].baseChar = "#";
                //MapManager.map[t.Position.x, t.Position.y].decoy = "#";
            }
        }
        else
        {
            MapManager.map[t.Position.x, t.Position.y].baseChar = "+";

            MapManager.map[t.Position.x, t.Position.y].exploredColor = new Color(.545f, .27f, .07f);

            MapManager.map[t.Position.x, t.Position.y] = new Tile
            {
                type          = "Door",
                baseChar      = "+",
                exploredColor = new Color(.545f, .27f, .07f),
                isWalkable    = false,
                isOpaque      = true
            };
            Door door = new Door();
            door.position = new Vector2Int(t.Position.x, t.Position.y);
            MapManager.map[t.Position.x, t.Position.y].structure = door;


            // we destroy this
            GameManager.manager.enemies.Remove(t.gameObject);
            Destroy(t.gameObject);
        }
    }