public void SetSpawnProperty(SpawnProperty property) { spawnMinTimeLeft = property.LeftSpawnTimeMin; spawnMaxTimeLeft = property.LeftSpawnTimeMax; spawnMinTimeRight = property.RightSpawnTimeMin; spawnMaxTimeRight = property.RightSpawnTimeMax; attackTime = property.IdleTime; }
public void setup(Cover _cover, SpawnProperty _spawnProperty, GameManager _gm) { gm = _gm; spawnProperty = _spawnProperty; useGameObject = true; //_useGameObject; setCover(_cover); }
public Spawn(Point p, float rot, float scale, int i, SpawnType t) { //if (scale == null) scale = 1; propertypanel = new SpawnProperty(this); type = t; head = new VertexMarker(); head.Colour = Brushes.Yellow; head.setPosition(p); source = new VertexMarker(); source.Colour = Brushes.Yellow; p.Offset(-(int)(scale * arrowLength * Math.Cos(rot) / Geometry.Geometry.scaleFactor), -(int)(scale * arrowLength * Math.Sin(rot) / Geometry.Geometry.scaleFactor)); source.setPosition(p); Name = string.Format("Spawn {0}", i); setSelected(false); }
public void setFromParent(Tile parent) { Profiler.BeginSample("setting tile from parent"); pos = parent.pos; //tile pos never changes so it can be a direct reference spawnProperty = parent.spawnProperty; useGameObject = false; cover = parent.cover; isHighlighted = parent.isHighlighted; highlightCol = parent.highlightCol; isVisibleToPlayer = parent.isVisibleToPlayer; //Debug.Log ("set from parent on frame " + Time.frameCount); ignoreStoredRanges = parent.ignoreStoredRanges; visibleRangeDists = parent.visibleRangeDists; //this is a pointer so AI tiles should not change this value if the boardstate changes at all (ex: cover is destroyed) Profiler.EndSample(); }
private void CreateEnemy(bool isLeft) { int timeline = uiGameScene.ElapsedGameTime; SpawnProperty prop = spawnTable[timeline / 5]; try { } catch (Exception e) { } GameObject spawnPosition = isLeft ? LeftPosition : RightPosition; Debug.Log("적이 스폰됨"); if (spawnPosition != null) { Enemy enemy = AssetManager.Instance.Character.Retrieve("Zombie") as Enemy; EnemyAIController controller = enemy.GetComponent <EnemyAIController>(); controller.SetSpawnProperty(prop); enemy.transform.position = spawnPosition.transform.position; controller.Spawn(isLeft); } }
public Tile(Cover _cover, SpawnProperty _spawnProperty, GameManager _gm) { setup(_cover, _spawnProperty, _gm); }