コード例 #1
0
    // 적을 펑하고 스폰한다(Action, 게스트용).
    public void             create_enemy_internal_pedigree(string pedigree)
    {
        // 등록된 적 중에서 랜덤하게 선택.

        do
        {
            string[] tokens = pedigree.Split('.');

            if (tokens.Length < 3)
            {
                break;
            }

            string enemy_name = tokens[0] + "." + tokens[1];

            if (!System.Enum.IsDefined(typeof(Enemy.BEHAVE_KIND), tokens[2]))
            {
                break;
            }

            Enemy.BEHAVE_KIND behave = (Enemy.BEHAVE_KIND)System.Enum.Parse(typeof(Enemy.BEHAVE_KIND), tokens[2]);

            chrBehaviorEnemy enemy = LevelControl.get().createCurrentRoomEnemy <chrBehaviorEnemy>(enemy_name);

            if (enemy == null)
            {
                break;
            }

            enemy.name = enemy_name;
            enemy.setBehaveKind(behave, null);
            enemy.beginSpawn(this.transform.position + Vector3.up * 3.0f, this.transform.forward);
        } while(false);
    }
コード例 #2
0
    // 적을 펑하고 스폰한다(Action, 호스트용)).
    public void             create_enemy_internal()
    {
        // 등록된 적 중에서 랜덤하게 선택.

        if (this.spawn_enemies.Count == 0)
        {
            this.spawn_enemies.Add(new SpawnEnemy());
        }

        float sum = 0.0f;

        foreach (var se in this.spawn_enemies)
        {
            sum += se.frequency;
        }

        SpawnEnemy spawn_enemy = this.spawn_enemies[0];

        float rand = Random.Range(0.0f, sum);

        foreach (var se in this.spawn_enemies)
        {
            rand -= se.frequency;

            if (rand <= 0.0f)
            {
                spawn_enemy = se;
                break;
            }
        }

        //
        dbwin.console().print("Spawn LairName:" + this.name);
        dbwin.console().print("Create enemy:" + spawn_enemy.enemy_name);

        //Debug.Log("Spawn LairName:" + this.name);
        //Debug.Log("Create enemy:" + spawn_enemy.enemy_name);

        chrBehaviorEnemy enemy = LevelControl.get().createCurrentRoomEnemy <chrBehaviorEnemy>(spawn_enemy.enemy_name);

        if (enemy != null)
        {
            enemy.setBehaveKind(spawn_enemy.behave_kind, spawn_enemy.behave_desc);
            enemy.beginSpawn(this.transform.position + Vector3.up * 3.0f, this.transform.forward);

            if (GameRoot.get().isHost())
            {
                // 이 문자열을 함께 게스트에 송신한다.
                string pedigree = enemy.name + "." + spawn_enemy.behave_kind;

                // 원격 송신.
                EnemyRoot.get().RequestSpawnEnemy(this.name, pedigree);

                //Debug.Log(pedigree);
            }
        }
    }
コード例 #3
0
    //룸 안에 초기 배치할 적을 만든다.
    public void             createRoomEnemies(RoomController room)
    {
#if true
        MapCreator map_creater   = MapCreator.get();
        Vector3    room_position = map_creater.getRoomCenterPosition(room.getIndex());

        string room_index = room.getIndex().x.ToString("D1") + room.getIndex().z.ToString("D1");
        string item_type, item_name;

        Room level_room = this.rooms[room.getIndex().x, room.getIndex().z];

        level_room.items.Clear();

        List <Map.BlockIndex> lair_places = map_creater.getLairPlacesRoom(room.getIndex());

        // FieldGenerator가 설정한 랜덤한 위치에 제네레이터를 배치.

        int n = 0;

        foreach (var lair_place in lair_places)
        {
            string enemy_name = "Enemy_Lair" + "." + room_index + "." + n.ToString("D3");

            chrBehaviorEnemy behavior = this.createRoomEnemy <chrBehaviorEnemy>(room, enemy_name);

            if (behavior == null)
            {
                continue;
            }

            chrController chr = behavior.control;

            chrBehaviorEnemy_Lair lair = chr.behavior as chrBehaviorEnemy_Lair;

            // 쓰러뜨렸을 때 나타날 아이템.

            object item_option0 = null;

            if (n == 0)
            {
                item_type = "ice00";

                // 당첨, 탈락 추첨.
                item_option0 = this.item_lot.ice_atari.draw(this.rand.getRandom());
            }
            else
            {
                item_type = "cake00";
            }

            item_name = item_type + "_" + room_index + "_" + level_room.enter_count + "_" + n.ToString("D2");

            lair.setRewardItem(item_type, item_name, item_option0);
            level_room.items.Add(item_name);

            // 스폰할 적.

            chrBehaviorEnemy_Lair.SpawnEnemy spawn;

            spawn             = lair.resisterSpawnEnemy();
            spawn.enemy_name  = "Enemy_Obake";
            spawn.behave_kind = Enemy.BEHAVE_KIND.UROURO;
            spawn.behave_desc = null;
            spawn.frequency   = 1.0f;

            spawn             = lair.resisterSpawnEnemy();
            spawn.enemy_name  = "Enemy_Kumasan";
            spawn.behave_kind = Enemy.BEHAVE_KIND.TOTUGEKI;
            spawn.behave_desc = null;
            spawn.frequency   = 0.5f;

            spawn             = lair.resisterSpawnEnemy();
            spawn.enemy_name  = "Enemy_Obake";
            spawn.behave_kind = Enemy.BEHAVE_KIND.WARP_DE_FIRE;
            spawn.behave_desc = null;
            spawn.frequency   = 0.5f;

            spawn             = lair.resisterSpawnEnemy();
            spawn.enemy_name  = "Enemy_Kumasan";
            spawn.behave_kind = Enemy.BEHAVE_KIND.JUMBO;
            spawn.behave_desc = null;
            spawn.frequency   = 0.5f;

            spawn             = lair.resisterSpawnEnemy();
            spawn.enemy_name  = "Enemy_Obake";
            spawn.behave_kind = Enemy.BEHAVE_KIND.GOROGORO;
            spawn.behave_desc = null;
            spawn.frequency   = 0.5f;

            Vector3 position = map_creater.getBlockCenterPosition(lair_place);

            lair.control.cmdSetPositionAnon(room_position + position);
            lair.control.cmdSetDirectionAnon(135.0f);

            n++;
        }

        // 도어 앞에 파수꾼처럼 배치.
        for (int i = 0; i < (int)Map.EWSN.NUM; i++)
        {
            DoorControl door = room.getDoor((Map.EWSN)i);

            if (door == null)
            {
                continue;
            }

            string enemy_name = "Enemy_Kumasan" + "." + room_index + "." + i.ToString("D3");

            chrBehaviorEnemy enemy = this.createRoomEnemy <chrBehaviorEnemy>(room, enemy_name);

            Map.RoomIndex  ri;
            Map.BlockIndex bi;

            map_creater.getBlockIndexFromPosition(out ri, out bi, door.getPosition());

            Vector3 position = door.getPosition();
            float   angle    = 0.0f;

            Map.EWSN eswn = door.door_dir;

            for (int j = 0; j < 4; j++)
            {
                if (map_creater.isPracticable(ri, bi, eswn))
                {
                    break;
                }
                eswn = Map.eswn.next_cw(eswn);
            }

            float offset = 7.0f;

            switch (eswn)
            {
            case Map.EWSN.NORTH:
            {
                position += Vector3.forward * offset;
                angle     = 180.0f;
            }
            break;

            case Map.EWSN.SOUTH:
            {
                position += Vector3.back * offset;
                angle     = 0.0f;
            }
            break;

            case Map.EWSN.EAST:
            {
                position += Vector3.right * offset;
                angle     = 90.0f;
            }
            break;

            case Map.EWSN.WEST:
            {
                position += Vector3.left * offset;
                angle     = -90.0f;
            }
            break;
            }

            enemy.control.cmdSetPositionAnon(position);
            enemy.control.cmdSetDirectionAnon(angle);

            var desc = new Character.OufukuAction.Desc();

            Vector3 line = Quaternion.AngleAxis(angle, Vector3.up) * Vector3.right;

            desc.position0 = position + line * 2.0f;
            desc.position1 = position - line * 2.0f;

            enemy.setBehaveKind(Enemy.BEHAVE_KIND.OUFUKU, desc);
        }

        // 그 자리에서 총을 쏘는 몬스터 / 무기 체인지 아이템.

        int item_place    = this.rand.getRandomInt(level_room.places.Count);
        int shot_item_sel = this.rand.getRandomInt(10) % 2;

        for (int i = 0; i < level_room.places.Count; i++)
        {
            var place = level_room.places[i];

            Vector3 position = room_position + map_creater.getBlockCenterPosition(place);

            if (i == item_place)
            {
                // 무기 체인지 아이템.

                if (shot_item_sel == 0)
                {
                    item_type = "shot_negi";
                }
                else
                {
                    item_type = "shot_yuzu";
                }

                item_name = item_type + "_" + room_index + "_" + level_room.enter_count + "_" + n.ToString("D2");

                level_room.items.Add(item_name);

                ItemManager.get().createItem(item_type, item_name, PartyControl.get().getLocalPlayer().getAcountID());

                ItemManager.get().setPositionToItem(item_name, position);
            }
            else
            {
                // 그 자리에서 총을 쏘는 몬스터.

                string enemy_name = "Enemy_Obake" + "." + room_index + "." + i.ToString("D3");

                chrBehaviorEnemy enemy = this.createRoomEnemy <chrBehaviorEnemy>(room, enemy_name);

                if (enemy == null)
                {
                    continue;
                }

                enemy.setBehaveKind(Enemy.BEHAVE_KIND.SONOBA_DE_FIRE);

                enemy.control.cmdSetPositionAnon(position);
            }
        }
#else
        #if false
        chrController chr0 = this.createRoomEnemy <chrBehaviorEnemy>(room, "Enemy_Lair").control;
        //chrController	chr1 = this.createRoomEnemy<chrBehaviorEnemy>(room, "Enemy_Lair").control;

        chrBehaviorEnemy_Lair lair0 = chr0.behavior as chrBehaviorEnemy_Lair;
        //chrBehaviorEnemy_Lair	lair1 = chr1.behavior as chrBehaviorEnemy_Lair;

        lair0.name += "00";

        //lair0.setRewardItem("cake00", "cake01");
        //lair1.setRewardItem("ice00" , "ice01");

        chrBehaviorEnemy_Lair.SpawnEnemy spawn;

        spawn             = lair0.resisterSpawnEnemy();
        spawn.enemy_name  = "Enemy_Kumasan";
        spawn.behave_kind = Enemy.BEHAVE_KIND.JUMBO;
        spawn.behave_desc = null;
        spawn.frequency   = 1.0f;

        //spawn = lair0.resisterSpawnEnemy();
        //spawn.enemy_name  = "Enemy_Kumasan";
        //spawn.behave_kind = Enemy.BEHAVE_KIND.TOTUGEKI;
        //spawn.behave_desc = null;
        //spawn.frequency   = 0.5f;

        //lair0.spawn_enemy.enemy_name  = "Enemy_Obake";
        //lair0.spawn_enemy.behave_kind = Enemy.BEHAVE_KIND.UROURO;
        //lair1.spawn_enemy = "Enemy_Obake";

        Vector3 player_position = room.gameObject.transform.position;

        lair0.control.cmdSetPositionAnon(player_position + Vector3.forward * 2.0f);
        //lair1.control.cmdSetPositionAnon(player_position + Vector3.forward*2.0f + Vector3.right*4.0f);

        lair0.control.cmdSetDirectionAnon(135.0f);
        //lair1.control.cmdSetDirectionAnon(135.0f);



        //

        if (room.getIndex().x == 2 && room.getIndex().z == 1)
        {
            player_position = MapCreator.get().getPlayerStartPosition();

            lair0.control.cmdSetPositionAnon(player_position + Vector3.forward * 4.0f);
            //lair1.control.cmdSetPositionAnon(player_position + Vector3.forward*2.0f + Vector3.right*4.0f);
        }
        #else
        for (int i = 0; i < 2; i++)
        {
            chrBehaviorEnemy enemy = this.createRoomEnemy <chrBehaviorEnemy>(room, i == 0 ? "Enemy_Obake" : "Enemy_Kumasan");
            //chrController	obake = this.createRoomEnemy<chrBehaviorEnemy>(room, "Enemy_Lair").controll;


            //

            Vector3 player_position = room.gameObject.transform.position;

            enemy.control.cmdSetPositionAnon(player_position + Vector3.forward * 3.0f);
            enemy.control.cmdSetDirectionAnon(180.0f - 45.0f);

            if (room.getIndex().x == 2 && room.getIndex().z == 1)
            {
                player_position = MapCreator.get().getPlayerStartPosition();

                enemy.control.cmdSetPositionAnon(player_position + Vector3.forward * 2.0f + Vector3.right * 2.0f * (float)i);
            }

            if (i == 0)
            {
                //var		desc = new Character.OufukuAction.Desc();

                //Vector3		line = Quaternion.AngleAxis(180.0f, Vector3.up)*Vector3.back;

                //desc.position0 = player_position + line*2.0f;
                //desc.position1 = player_position - line*2.0f;

                enemy.setBehaveKind(Enemy.BEHAVE_KIND.GOROGORO);
                break;
            }
            else
            {
                enemy.setBehaveKind(Enemy.BEHAVE_KIND.TOTUGEKI);
            }
        }
        #endif
#endif
    }