void spawnAI(int num) { float x, z, max_z; Random.InitState((int)Time.time); for (int i = 0; i < num; i++) { // 随机选择出生地点 do { x = Random.Range(-15f, 15f); max_z = Mathf.Sqrt(225f - x * x); z = Random.Range(-max_z, max_z); } while (Mathf.Abs(x) < 4F || Mathf.Abs(z) < 4F); // 随机选择一种类型 GameObject AIPrefab = Random.value < 0.5 ? AI_MagicianPrefab : AI_PriestPrefab; GameObject AI = Instantiate(AIPrefab, new Vector3(x, 0, z), new Quaternion(0, 0, 0, 0)); WizardCommon wizard = AI.GetComponent <WizardCommon>(); // 根据当前波数来提升AI的战斗力 wizard.initialAttack += wave; wizard.initialHP += wave * 2; } }
private void OnTriggerEnter(Collider other) { if (other.tag == "Player") { WizardCommon wizardcommon = other.gameObject.GetComponent <WizardCommon>(); wizardcommon.speed += 3; wizardcommon.speedBuffTime = 500; Destroy(this.gameObject); } }
private void OnTriggerEnter(Collider other) { if (other.tag == "Player") { WizardCommon player = other.gameObject.GetComponent <WizardCommon>(); player.attack += 5; player.attackBuffTime = 500; //GameObject[] AI_list = GameObject.FindGameObjectsWithTag("AI"); //for(int i = 0; i < AI_list.Length; i++) //{ // AIWC = AI_list[i].GetComponent<WizardCommon>(); // AIWC.getDmg += 5; // AIWC.attackBuffTime = 500; //} Destroy(this.gameObject); } }
private void OnTriggerEnter(Collider other) { if (other.tag == "Player") { WizardCommon player = other.gameObject.GetComponent <WizardCommon>(); if (player.HP < player.initialHP) { if (player.HP + 5 < player.initialHP) { player.HP = player.HP + 5; } else { player.HP = player.initialHP; } Destroy(this.gameObject); } } }
void Start() { wizardCommon = GetComponent <WizardCommon> (); game = GameObject.FindWithTag("GameController").GetComponent <Game>(); scoreUI = game.scoreUI; }