コード例 #1
0
    private void OnSceneGUI()
    {
        SpawnSet       spawnSet       = target as SpawnSet;
        RoomDefinition roomDefinition = spawnSet.GetComponentInParent <RoomDefinition>();

        RoomDefinitionEditor.DrawRoomDefinitionEditorSceneGUI(roomDefinition);

        Repaint();
    }
コード例 #2
0
    IEnumerator LaunchSet(SpawnSet s)
    {
        yield return(new WaitForSeconds(s.waitTime));

        switch (s.unitType)
        {
        case units.SIMPLE_GROUND_UNIT:
            spawner.SpawnSimpleGroundUnit(SpawnPoints[s.spawnPointIndex].position);
            break;
        }
        // Spawn given unit
    }
コード例 #3
0
ファイル: IOUtils.cs プロジェクト: rcuhljr/color-exploder
    public static Stage[] Load(string fileName)
    {
        List<GameEvent> events = new List<GameEvent> ();
        var asset = Resources.Load (fileName) as TextAsset;
        int currDelay = 0;
        SpawnSet currSpawnSet = new SpawnSet(new List<Spawn> (), 0);
        foreach (var line in asset.text.Split('\n')) {
          int tryparse;
          if (int.TryParse (line, out tryparse)) {
        currDelay = tryparse;
        if (currSpawnSet.spawns.Count > 0) {
          events.Add ((GameEvent)currSpawnSet);
        }
        currSpawnSet = new SpawnSet (new List<Spawn> (), currDelay);
        continue;
          }
          if (line.Contains ("Shift")) {

        events.Add ((GameEvent)new BackgroundShift ((Colors)Enum.Parse(typeof(Colors), line.Split (' ') [1]), currDelay));
          } else if (line.Contains ("Spawn")) {

        Colors color = Colors.player;
        if (!line.Contains ("asteroid")) {
          color = (Colors)Enum.Parse (typeof(Colors), line.Split (' ') [1]);
        }

        var cannons = line.Split(' ')[2];
        bool[] outCannons = GetCannons(cannons);

        Vector3 position =new Vector3(Constants.slots[int.Parse (line.Split (' ') [3])],5,1);
        currSpawnSet.spawns.Add (new Spawn (position, color, outCannons, line.Contains ("shield"), line.Contains ("rotat")));
          } else if (line.Contains ("Boss")){
        events.Add((GameEvent)new Boss(new Vector3(Constants.slots[6],3 ,1), int.Parse(line.Split(' ')[1]),currDelay));
          } else if (line.Contains ("Music")) {
        events.Add ((GameEvent)new MusicEvent (int.Parse(line.Split (' ') [1]), currDelay));
          }
        }
        if (currSpawnSet.spawns.Count > 0) {

          events.Add ((GameEvent)currSpawnSet);
        }
        return new[]{new Stage (events)};
    }
コード例 #4
0
    /// <summary>
    /// spawn set of enemy
    /// </summary>
    /// <param name="set">
    /// set of enemy
    /// </param>
    public void SetSpawn(SpawnSet set)
    {
        Queue <Transform> spawnQueue = new Queue <Transform>();

        foreach (var tag in set.enemyTag)
        {
            var pointQueue = LineData[tag];

            if (pointQueue.Count > 0)
            {
                GameObject newEnemy = enemyPool.SpawnFromPool(tag, set.spawnPoint.transform.position, Quaternion.identity);
                Enemy      enemy    = newEnemy.GetComponent <Enemy>();

                enemy.enemyManagement = this;
                liveEnemy.Add(enemy);

                enemy.StanbyPositionRef = pointQueue.Dequeue();
                // Debug.Log(enemy.linePositionRef);
                spawnQueue.Enqueue(newEnemy.transform);
            }
        }
        set.spawnPoint.StartSpawn(spawnQueue);
    }
コード例 #5
0
ファイル: SpawnEnemies.cs プロジェクト: rwbysafire/DemonHeart
    IEnumerator SpawnEnemy(SpawnSet spawnSet)
    {
        int count = spawnSet.count;
        while (count > 0) {
            if (count >= 4) {
                for (int i = 0; i < 4; i++) {
                    GameObject enemy = Instantiate<GameObject> (spawnSet.obj);
                    enemy.transform.SetParent (spawnSet.mustBeKilled ? mustKillEnemies.transform : normalEnemies.transform);
                    enemy.transform.rotation = Quaternion.Euler (0f, 0f, Random.Range (0, 360));
                    zPosition += 0.000001f; //Makes sure that monsters always spawn on diffrent layers so there is no z-fighting

                    enemy.GetComponent<Mob> ().AddBuffToStats (spawnSet.buff);

                    enemy.transform.position = new Vector3 (ClosestSpawn [i].x, ClosestSpawn [i].y, zPosition);
                    yield return new WaitForSeconds(spawnSet.interval);
                    count--;
                }
            } else {
                GameObject enemy = Instantiate<GameObject> (spawnSet.obj);
                enemy.transform.SetParent (spawnSet.mustBeKilled ? mustKillEnemies.transform : normalEnemies.transform);
                enemy.transform.rotation = Quaternion.Euler (0f, 0f, Random.Range (0, 360));
                zPosition += 0.000001f; //Makes sure that monsters always spawn on diffrent layers so there is no z-fighting

                enemy.GetComponent<Mob> ().AddBuffToStats (spawnSet.buff);

                enemy.transform.position = new Vector3 (ClosestSpawn [mark].x, ClosestSpawn [mark].y, zPosition);
                yield return new WaitForSeconds(spawnSet.interval);
                count--;
            }

        }
        isSpawnFinished -= 1;
    }
コード例 #6
0
ファイル: SpawnEnemies.cs プロジェクト: rwbysafire/DemonHeart
 public void AddEnemy(SpawnSet spawnSet)
 {
     enemies.Add (spawnSet);
 }
コード例 #7
0
ファイル: SpawnEnemies.cs プロジェクト: rwbysafire/DemonHeart
    // Use this for initialization
    void Start()
    {
        // load the wave file
        zPosition = 0;
        waveList = new List<Wave>();
        JSONNode wavesData = JSON.Parse(waveFile.text);

        // set up global buff
        globalBuff.strengthAddon = wavesData ["options"] ["buff"] ["str"].AsInt;
        globalBuff.dexterityAddon = wavesData ["options"] ["buff"] ["dex"].AsInt;
        globalBuff.intelligenceAddon = wavesData ["options"] ["buff"] ["int"].AsInt;
        globalBuff.baseHealth = wavesData ["options"] ["buff"] ["health"].AsInt;
        globalBuff.baseMana = wavesData ["options"] ["buff"] ["mana"].AsInt;

        JSONArray wavesName = wavesData ["waves"].AsArray;
        for (int i = 0; i < wavesName.Count; i++) {
            JSONNode waveData = wavesData [wavesName [i]];
            int count = waveData ["count"].AsInt;
            JSONArray enemies = waveData ["enemies"].AsArray;

            Wave w = new Wave();
            for (int j = 0; j < enemies.Count; j++) {
                JSONNode enemyData = enemies [j];

                SpawnSet spawnSet = new SpawnSet (
                                        Resources.Load<GameObject> (enemyData ["enemy"]),
                                        enemyData ["count"].AsInt,
                                        enemyData ["mustBeKilled"].AsBool,
                                        enemyData ["interval"].AsFloat);

                // look for buff
                if (enemyData ["buff"].Count > 0) {
                    JSONClass buffJson = enemyData ["buff"].AsObject;
                    Buff buff = new Buff ();
                    buff.strengthAddon = buffJson ["str"].AsInt;
                    buff.dexterityAddon = buffJson ["dex"].AsInt;
                    buff.intelligenceAddon = buffJson ["int"].AsInt;
                    buff.baseHealth = buffJson ["health"].AsInt;
                    buff.baseMana = buffJson ["mana"].AsInt;
                    buff.level = j + 1;
                    buff.AddBuff (globalBuff);
                    spawnSet.SetBuff (buff);
                }

                w.AddEnemy (spawnSet);
            }
            waveList.Add (w);
        }
        Debug.Log (waveList.Count.ToString () + " waves loaded");
    }