コード例 #1
0
 void Start()
 {
     rtsCamera    = Camera.main.GetComponent <RTSCamera>();
     outline      = Camera.main.GetComponent <RenderBlurOutline>();
     aiFreeBattle = transform.Find("AIFreeBattle").GetComponent <AIFreeBattle>();
     preloadDrama();
 }
コード例 #2
0
    internal IEnumerator ActivateAITree(Unit _aiUnit)
    {
        aiUnit    = _aiUnit;
        rtsCamera = Camera.main.GetComponent <RTSCamera>();
        outline   = Camera.main.GetComponent <RenderBlurOutline>();

        //create move Range and Delete() it after AINodeMoveAI
        moveRange = new MoveRange();
        moveRange.CreateMoveRange(aiUnit.transform);

        yield return(StartCoroutine(ActionNode(root)));
    }
コード例 #3
0
    void Start()
    {
        rtsCamera = Camera.main.GetComponent <RTSCamera>();
        outline   = Camera.main.GetComponent <RenderBlurOutline>();

        var temp = rocksTransform.GetComponentsInChildren <CharacterStatus>();

        foreach (var c in temp)
        {
            rocks.Add(c);
        }

        RoundManager.GetInstance().GameStarted += OnGameStarted;
    }
コード例 #4
0
ファイル: AIPlayer.cs プロジェクト: gczxcyd/XDD
    //AI
    public override void Play(RoundManager roundManager)
    {
        rtsCamera = Camera.main.GetComponent <RTSCamera>();
        outline   = Camera.main.GetComponent <RenderBlurOutline>();

        if (AI)
        {
            roundManager.RoundState = new RoundStateAITurn(roundManager);
            StartCoroutine(Play());
        }
        else
        {
            roundManager.RoundState = new RoundStateWaitingForInput(roundManager);
        }
    }
コード例 #5
0
ファイル: AITree.cs プロジェクト: wang10998588/SLGanim
    internal IEnumerator ActivateAITree(Unit _aiUnit)
    {
        rtsCamera = Camera.main.GetComponent <RTSCamera>();
        outline   = Camera.main.GetComponent <RenderBlurOutline>();

        //init
        aiUnit         = _aiUnit;
        aiTarget       = null;
        moveTarget     = aiUnit.transform.position;
        skillName      = "";
        dodgeSkillName = "";
        finalDirection = "forward";

        //create move Range and Delete() it after AINodeMoveAI
        moveRange = new MoveRange();
        moveRange.CreateMoveRange(aiUnit.transform, false);

        yield return(StartCoroutine(ActionNode(root)));
    }
コード例 #6
0
    public bool DramaOrFree = false; //it's taken over by AIManager; otherwise =true it's taken over by Drama

    public override void Play(RoundManager roundManager)
    {
        rtsCamera = Camera.main.GetComponent <RTSCamera>();
        outline   = Camera.main.GetComponent <RenderBlurOutline>();

        if (AIControl)
        {
            roundManager.RoundState = new RoundStateAITurn(roundManager);
            if (DramaOrFree)
            {
                StartCoroutine(AIManager.GetInstance().playDrama());
            }
            else
            {
                StartCoroutine(AIManager.GetInstance().playFree(playerNumber));
            }
        }
        else
        {
            roundManager.RoundState = new RoundStateWaitingForInput(roundManager);
        }
    }
コード例 #7
0
    private StrategyType strategy;            //use which strategy to deal with enemy

    #region Mono
    void Start()
    {
        rtsCamera = Camera.main.GetComponent <RTSCamera>();
        outline   = Camera.main.GetComponent <RenderBlurOutline>();
        enemyList = new List <Unit>();
    }