public override void Death() { for (int i = 0; i < Tactical_Head.GetPlayerCount(); i++) { Unit_Manager Enemy = Tactical_Head.GetPlayer(i); if (Mathf.Abs(x - Enemy.x) <= 3 && Mathf.Abs(y - Enemy.y) <= 3) { Enemy.pressure -= 10; } } for (int i = 0; i < Tactical_Head.GetEnemyCount(); i++) { Unit_Manager Team = Tactical_Head.GetEnemy(i); if (Mathf.Abs(x - Team.x) <= 1 && Mathf.Abs(y - Team.y) <= 1) { Team.pressure += 30; } } _Input.EnemyView -= Sight; SEE_ALL -= Seek; Tactical_Head.DeleteEnemy(this); base.Death(); }
public void ReciveTactical(Enemy_Manager _Enemy) { if (_Text == null) { _Text = UI_MANAGER.m_UI_MANAGER.Tactical; } switch (_Attack_Style) { case Attack_Style.NONE: break; case Attack_Style.Move_Forward: Tactical = _Enemy.gameObject.AddComponent <Move_Forward>(); Tactical._this = _Enemy; _Enemy._Tactical = Tactical; _Text.text = "전진"; break; case Attack_Style.Charge: Tactical = _Enemy.gameObject.AddComponent <Charge>(); Tactical._this = _Enemy; _Enemy._Tactical = Tactical; _Text.text = "돌격"; break; case Attack_Style.Siege: Tactical = _Enemy.gameObject.AddComponent <Siege>(); Tactical._this = _Enemy; _Enemy._Tactical = Tactical; _Text.text = "포위"; break; } switch (_Defense_Style) { case Defense_Style.NONE: break; case Defense_Style.Build_Recon: Tactical = _Enemy.gameObject.AddComponent <By_Pass>(); Tactical._this = _Enemy; _Enemy._Tactical = Tactical; _Text.text = "백핸드"; break; case Defense_Style.Shot_Run: Tactical = _Enemy.gameObject.AddComponent <Shot_Run>(); Tactical._this = _Enemy; _Enemy._Tactical = Tactical; _Text.text = "능동방어"; break; case Defense_Style.Bypass: Tactical = _Enemy.gameObject.AddComponent <By_Pass>(); Tactical._this = _Enemy; _Enemy._Tactical = Tactical; _Text.text = "백핸드"; break; } }
public override void Death() { for (int i = 0; i < Tactical_Head.GetPlayerCount(); i++) { Unit_Manager Team = Tactical_Head.GetPlayer(i); if (Mathf.Abs(x - Team.x) <= 1 && Mathf.Abs(y - Team.y) <= 1) { Team.pressure += 30; } } for (int i = 0; i < Tactical_Head.GetEnemyCount(); i++) { Unit_Manager Enemy = Tactical_Head.GetEnemy(i); if (Mathf.Abs(x - Enemy.x) <= 3 && Mathf.Abs(y - Enemy.y) <= 3) { Enemy.pressure -= 10; } } base.Death(); }
public void SpawnPlayer() { int count = 0; while (count < MaxEnemyCount) { int _x = Random.Range(ex - radius - 1, ex + radius - 1); int _y = Random.Range(ey - radius - 1, ey + radius - 1); if (_x < 0) { _x = 0; } else if (_x >= _Tile.X) { _x = _Tile.X - 1; } if (_y < 0) { _y = 0; } else if (_y >= _Tile.Y) { _y = _Tile.Y - 1; } if (_Tile.TileMap[_x][_y] == Tile_Manager.Cover_Kind.Default || _Tile.TileMap[_x][_y] == Tile_Manager.Cover_Kind.CanNot) { if (_Tile.MY_Tile[_x][_y].transform.childCount > 0) { continue; } GameObject P; P = Instantiate(Enemy, _Tile.MY_Tile[_x][_y].transform); P.GetComponent <Unit_Manager>().Char_Num = count + MaxPlayerCount; P.GetComponent <Unit_Manager>()._Class = _Class[count % 4]; Tactical_Head.AddEnemy(P.GetComponent <Enemy_Manager>()); count++; } } count = 0; while (count < MaxPlayerCount) { int _x = Random.Range(x - radius - 1, x + radius - 1); int _y = Random.Range(y - radius - 1, y + radius - 1); if (_x < 0) { _x = 0; } else if (_x >= _Tile.X) { _x = _Tile.X - 1; } if (_y < 0) { _y = 0; } else if (_y >= _Tile.Y) { _y = _Tile.Y - 1; } if (_Tile.TileMap[_x][_y] == Tile_Manager.Cover_Kind.Default || _Tile.TileMap[_x][_y] == Tile_Manager.Cover_Kind.CanNot) { if (_Tile.MY_Tile[_x][_y].transform.childCount > 0) { continue; } Unit_Manager P; P = Instantiate(Player, _Tile.MY_Tile[_x][_y].transform).GetComponent <Unit_Manager>(); P.Char_Num = count; P._Class = _Class[count % 4]; Tactical_Head.AddPlayer(P); if (_Directions == directions.North) { P.dir = Unit_Manager.Direction.left; } else if (_Directions == directions.South) { P.dir = Unit_Manager.Direction.right; } else if (_Directions == directions.East) { P.dir = Unit_Manager.Direction.up; } else { P.dir = Unit_Manager.Direction.down; } count++; } } }