コード例 #1
0
    public void ChangeLevel()
    {
        y = y + 1;
        Vector2    pos  = gameObject.transform.position;
        Quaternion quar = gameObject.transform.rotation;

        tal.CheckPlayer();
        if (y < 6)
        {
            Debug.Log(y);
            Debug.Log(LevelGoes[y]);
            ps.CreateHero(LevelGoes[y], pos, quar, y, Level, bonusHealth, bonusDamage, BonusHealthRegen, bonusExp, bonusThirst, move.bonusSpeed, move.bonusRotateSpeed, shoot.bonusFireRate, chanceAvoid, Exp, Health / MaxHealth, bonusBlidam);
            Debug.Log(Health / MaxHealth);
        }
        Destroy(gameObject);
    }
コード例 #2
0
    public void CreateHero(GameObject curSship, Vector2 pos, Quaternion rotation, int yPrev, int lvl, float healt, float damage, float regen, float bonusexp, float thirts, float speed, float rotate, float firerate, int chanceAv, float exp, float proc, float blidam)
    {
        if (isfirst)
        {
            curShip        = Instantiate(ship[gameObject.GetComponent <Menu>().id - 1], Vector2.zero, new Quaternion(0, 0, 0, 0));
            play           = curShip.AddComponent <Player>();
            play.LevelGoes = curShip.GetComponent <LevelUpdate>().Level;
        }
        else
        {
            curShip        = Instantiate(curSship, pos, rotation);
            play           = curShip.AddComponent <Player>();
            play.LevelGoes = curShip.GetComponent <LevelUpdate>().Level;
            for (int i = 0; i < spawnmobs.mobs.Count; i++)
            {
                spawnmobs.mobs[i].GetComponent <Enemy>().player1 = play;
                spawnmobs.mobs[i].GetComponent <Enemy>().player  = curShip.transform;
            }
        }
        GameObject par = Instantiate(particle, curShip.transform.position, particle.transform.rotation);

        par.transform.position = new Vector3(par.transform.position.x, par.transform.position.y, -1);
        play.y          = yPrev;
        play.Level      = lvl;
        isfirst         = false;
        tal.enabled     = true;
        play.MaxHealth  = curShip.GetComponent <BlastPoint>().HealthHero;
        play.Damage     = curShip.GetComponent <BlastPoint>().DamageHero;
        play.MaxHealth += healt;
        play.Health     = play.MaxHealth * proc;
        Debug.Log(proc);
        play.Damage           += damage;
        play.chanceAvoid       = chanceAv;
        play.bonusExpi        += bonusexp;
        play.thirtst          += thirts;
        play.bonusHealth      += healt;
        play.blidam           += blidam;
        play.bonusBlidam      += blidam;
        play.bonusDamage      += damage;
        play.HealthRegen       = curShip.GetComponent <BlastPoint>().healthRegen;
        play.HealthRegen      += regen;
        play.BonusHealthRegen += regen;
        play.bonusExp         += bonusexp;
        play.bonusThirst      += thirts;
        play.Exp = exp;
        if (curShip.GetComponent <BlastPoint>().ultiActivateLeft != null)
        {
            play.ultiActivateLeft = curShip.GetComponent <BlastPoint>().ultiActivateLeft;
        }
        if (curShip.GetComponent <BlastPoint>().ultiActivateRight != null)
        {
            play.ultiActivateRight = curShip.GetComponent <BlastPoint>().ultiActivateRight;
        }
        play.ultiAuraLeft  = curShip.GetComponent <BlastPoint>().ultiAuraLeft;
        play.ultiAuraRight = curShip.GetComponent <BlastPoint>().ultiAuraRight;
        play.blidam        = curShip.GetComponent <BlastPoint>().BliDamage;
        Shooting shoot = curShip.AddComponent <Shooting>();

        shoot.fireRate       = curShip.GetComponent <BlastPoint>().fireRate;
        shoot.firePoint      = curShip.GetComponent <BlastPoint>().blastPoint;
        shoot.fireRate      += firerate;
        shoot.bonusFireRate += firerate;
        shoot.LaserPrefab    = laser;
        if (tal.isRight)
        {
            play.curAura = curShip.GetComponent <BlastPoint>().ultiAuraRight;
            if (curShip.GetComponent <BlastPoint>().ultiActivateRight != null)
            {
                play.ultiActivateRight = curShip.GetComponent <BlastPoint>().ultiActivateRight;
            }
        }
        if (tal.isLeft)
        {
            play.curAura = curShip.GetComponent <BlastPoint>().ultiAuraLeft;
            if (curShip.GetComponent <BlastPoint>().ultiActivateRight != null)
            {
                play.ultiActivateRight = curShip.GetComponent <BlastPoint>().ultiActivateLeft;
            }
        }
        Moving move = curShip.AddComponent <Moving>();

        move.speed             = curShip.GetComponent <BlastPoint>().speedHero;
        move.rotateSpeed       = curShip.GetComponent <BlastPoint>().rotateSpeedHero;
        move.speed            += speed;
        move.rotateSpeed      += rotate;
        move.bonusSpeed       += speed;
        move.bonusRotateSpeed += rotate;
        curShip.tag            = "Player";
        tal.CheckPlayer();
        cf.target = curShip.transform;
    }