// 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); }
// 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); } } }
//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 }