コード例 #1
0
 /// <summary>
 /// 當產生時初始化相關資訊
 /// </summary>
 /// <param name="spawnCharacter">產生者</param>
 public void OnSpawnObjcet(SpawnCharacter spawnCharacter)
 {
     m_spawner    = spawnCharacter;
     m_currTarget = m_spawner.m_target;
     m_enemys     = m_spawner.m_characsList;
     StartCoroutine(AI());
 }
コード例 #2
0
    private void Awake()
    {
        prefabManager            = GetComponent <PrefabManager>();
        menuManager              = GetComponent <MenuManager>();
        sceneLoader              = GetComponent <SceneLoader>();
        charactersCommon         = GetComponent <CharactersCommon>();
        spawnCharacter           = GetComponent <SpawnCharacter>();
        pauseManager             = GetComponent <PauseManager>();
        levelMessageManager      = GetComponent <LevelMessageManager>();
        tutorialMessageManager   = GetComponent <TutorialMessageManager>();
        menuMessageManager       = GetComponent <MenuMessageManager>();
        threatManager            = GetComponent <ThreatManager>();
        timeEventManager         = GetComponent <TimeEventManager>();
        timeManager              = GetComponent <TimeManager>();
        cameraManager            = GetComponent <CameraManager>();
        notebookManager          = GetComponent <NotebookManager>();
        dialogBoxManager         = GetComponent <DialogBoxManager>();
        tutorialDialogBoxManager = GetComponent <TutorialDialogBoxManager>();
        idCardManager            = GetComponent <IdCardManager>();
        gameDataManager          = GetComponent <GameDataManager>();
        threatChartManager       = GetComponent <ThreatChartManager>();
        logManager        = GetComponent <LogManager>();
        userActionManager = GetComponent <UserActionManager>();

        if (SceneManager.GetActiveScene().buildIndex == StaticDb.menuSceneIndex ||
            SceneManager.GetActiveScene().buildIndex == StaticDb.loginSceneIndex)
        {
            return;
        }
        regularPathfinder  = GameObject.Find("PathFinderRegular").GetComponent <Pathfinding>();
        strictedPathfinder = GameObject.Find("PathFinderRestricted").GetComponent <Pathfinding>();
    }
コード例 #3
0
    void Awake()
    {
        if (spawner == null)
        {
            spawner = this;
        }
        else if (spawner != this)
        {
            Debug.Log("I am not worthy");
            Destroy(gameObject);
        }

        SpawnPlayer();
    }
コード例 #4
0
 // Use this for initialization
 void Start()
 {
     GameObject go = GameObject.FindGameObjectWithTag("GameController");
     spawn = go.GetComponent<SpawnCharacter>();
 }
コード例 #5
0
        public Loopable Produce(Character caster, Skill skill, SkillId skillId, BaseEvent baseEvent,
                                SkillCastingSource skillCastingSource, TemplateArgs args)
        {
            BaseAction ba         = baseEvent.ShowAction();
            ActionType actionType = ba.ShowActionType();
            Loopable   loopable   = null;

            switch (actionType)
            {
            case ActionType.Camera:
                CameraAction        ca     = (CameraAction)ba;
                CameraAction.BaseFx bf     = ca.fx;
                CameraAction.FxType fxType = bf.ShowFxType();
                switch (fxType)
                {
                case CameraAction.FxType.Shake:
                    CameraAction.ShakeFx sf = (CameraAction.ShakeFx)bf;
                    loopable = new CameraShake(environment, sf);
                    break;

                case CameraAction.FxType.Fade:
                    loopable = new CameraFade(environment, baseEvent);
                    break;

                case CameraAction.FxType.CinematicZoomToSelf:
                    loopable = new CameraCinematicZoomToSelf(environment, baseEvent, caster);
                    break;

                case CameraAction.FxType.SlowMotion:
                    loopable = new CameraSlowMotion(environment, baseEvent);
                    break;

                case CameraAction.FxType.AddTarget:
                    loopable = new CameraAddTarget(environment, baseEvent, caster);
                    break;

                default:
                    throw new Exception("Missing logic to handle camera fx of type " + fxType);
                }
                break;

            case ActionType.Dash:
                Dash dash = new Dash(baseEvent, caster, skill.IgnoreMinSpeedOnAirForDashes(), skill, environment);
                loopable = dash;
                break;

            case ActionType.Jump:
                bool jumpOverDistance = true;
                if (args != null)
                {
                    bool found;
                    jumpOverDistance = args.TryGetEntry <bool>(TemplateArgsName.JumpSkill_JumpOverDistance, out found);
                    if (!found)
                    {
                        jumpOverDistance = true;
                    }
                }
                Jump jump = new Jump(baseEvent, caster, skill, environment, jumpOverDistance);
                loopable = jump;
                break;

            case ActionType.Vfx:
                Vfxs.Vfx vfx = new Vfxs.Vfx(
                    baseEvent, environment, caster, skillCastingSource, skill, args
                    );
                loopable = vfx;
                break;

            case ActionType.Modifier:
                ModifierAction     ma       = (ModifierAction)ba;
                BaseModifierConfig bmc      = ma.modifierConfig;
                ModifierInfo       mi       = modifierInfoFactory.CreateFrom(skill, bmc, environment);
                EntityReference    er       = caster.GameObject().GetComponent <EntityReference>();
                Modifier           modifier = DamageSystem.Instance.CreateModifier(
                    mi, er.Entity, er.Entity, caster.Position(),
                    caster.Position(), skill, skillId, 0
                    );
                if (modifier != null)
                {
                    caster.AddModifier(modifier);
                }
                loopable = new ModifierLoopable(modifier);
                break;

            case ActionType.Animation:
                loopable = new AnimationPlayback(baseEvent, caster);
                break;

            case ActionType.Teleport:
                TeleportAction          ta   = (TeleportAction)baseEvent.action;
                TeleportAction.ModeName mode = ta.mode.ShowModeName();
                switch (mode)
                {
                case TeleportAction.ModeName.PredefinedPositionOnMap:
                    new Teleport(baseEvent, caster, environment);
                    loopable = new ImmediatelyFinishedLoopable();
                    break;

                case TeleportAction.ModeName.KeepDistance:
                    TeleportAction.KeepDistanceMode kdm = (TeleportAction.KeepDistanceMode)ta.mode;
                    loopable = new TeleportKeepDistanceLogic(kdm, skill, environment, caster);
                    break;

                case TeleportAction.ModeName.AroundTarget:
                    TeleportAction.AroundTargetMode atm = (TeleportAction.AroundTargetMode)ta.mode;
                    loopable = new TeleportAroundTargetLogic(atm, caster, environment, skill);
                    break;

                case TeleportAction.ModeName.AroundTeamMate:
                    TeleportAction.AroundTeamMateMode atmm = (TeleportAction.AroundTeamMateMode)ta.mode;
                    loopable = new TeleportAroundTeamMate(atmm, caster, environment, skill);
                    break;

                default:
                    throw new Exception("Cannot create teleport of type " + mode);
                }
                break;

            case ActionType.FacingDirection:
                loopable = new FacingDirection(baseEvent, caster, environment);
                break;

            case ActionType.DashTowardTarget:
                DashTowardTarget dtt = new DashTowardTarget(baseEvent, caster, environment);
                loopable = dtt;
                break;

            case ActionType.JumpTowardTarget:
                loopable = new JumpTowardTarget(baseEvent, caster, environment);
                break;

            case ActionType.SpawnCharacter:
                SpawnCharacterAction sca = (SpawnCharacterAction)ba;
                loopable = new SpawnCharacter(sca, entitySpawner, caster, args, environment, skillId, hamc);
                break;

            case ActionType.Rotation:
                loopable = new Rotation(baseEvent, caster, environment);
                break;

            case ActionType.Timer:
                loopable = new Timer(baseEvent, skill);
                break;

            case ActionType.Sound:
                loopable = new AudioClipPlayback(baseEvent, environment);
                break;

            case ActionType.PassiveSkillOnOff:
                loopable = new PassiveSkillOnOff(baseEvent, caster);
                break;

            case ActionType.DistanceTracker:
                loopable = new DistanceTracker(baseEvent, skill, caster);
                break;

            case ActionType.SelfDamageDealing:
                loopable = new SelfDamageDealing(baseEvent, caster, skill, skillId);
                break;

            case ActionType.SwitchPhase:
                loopable = new SwitchPhase(skill);
                break;

            case ActionType.Movable:
                Entity        casterEntity  = caster.GameObject().GetComponent <EntityReference>().Entity;
                UserInput     userInput     = casterEntity.GetComponent <HeroStateMachineComponent>().UserInput;
                MovableAction movableAction = (MovableAction)ba;
                loopable = new Movable(movableAction, skill, caster.FacingDirection(), userInput, caster);
                break;

            case ActionType.Input:
                casterEntity = caster.GameObject().GetComponent <EntityReference>().Entity;
                userInput    = casterEntity.GetComponent <HeroStateMachineComponent>().UserInput;
                InputAction ia = (InputAction)ba;
                loopable = new InputSimulation(ia, (DefaultUserInput)userInput);
                break;

#if UNITY_EDITOR
            case ActionType.Macro:
                loopable = new Macro(baseEvent, caster);
                break;
#endif
            default:
                DLog.Log("Missing logic to handle action of type " + actionType);
                break;
            }

            return(loopable);
        }