コード例 #1
0
 protected virtual void Shot(FBMonster monster)
 {
     if (f_animator.gameObject.activeSelf)
     {
         f_animator.SetTrigger("IsAttack");
     }
 }
コード例 #2
0
 private void MonSterReched(FBMonster monster)
 {
     //萝卜掉血
     f_carrot.Damage(1);
     //怪物死亡
     monster.HP = 0;
 }
コード例 #3
0
        public void Load(int bulletID, int level, Rect mapRect, FBMonster monster)
        {
            Load(bulletID, level, mapRect);

            Target = monster;

            //计算方向
            Direction = (Target.transform.position - transform.position).normalized;
        }
コード例 #4
0
        private void OnSpawnMonster(FBSpawnMonsterArgs args)
        {
            //创建怪物
            string monsterName = "Monster" + args.MonsterID;

            GameObject go      = FBGame.Instance.ObjectPool.Spawn(monsterName);
            FBMonster  monster = go.GetComponent <FBMonster>();

            monster.HPChangedAction += MonsterHPChanged;
            monster.DeadAction      += MonsterDead;
            monster.ReachedAction   += MonSterReched;
            monster.OnLoad(f_map.Path);
        }
コード例 #5
0
ファイル: FBFan.cs プロジェクト: Felix-Bang/CarrotFantasy
        protected override void Shot(FBMonster monster)
        {
            base.Shot(monster);
            for (int i = 0; i < f_bulletCount; i++)
            {
                float   radians = (Mathf.PI * 2f / f_bulletCount) * i;
                Vector3 dir     = new Vector3(Mathf.Cos(radians), Mathf.Sin(radians), 0f);

                //产生子弹
                GameObject  go     = FBGame.Instance.ObjectPool.Spawn("FanBullet");
                FBFanBullet bullet = go.GetComponent <FBFanBullet>();
                bullet.transform.position = transform.position;//中心点
                bullet.Load(this.UseBulletID, this.Level, this.MapRect, dir);
            }
        }
コード例 #6
0
        protected override void Shot(FBMonster monster)
        {
            base.Shot(monster);

            if (f_animator.gameObject.activeSelf)
            {
                f_animator.SetTrigger("IsAttack");
            }

            GameObject   go     = FBGame.Instance.ObjectPool.Spawn("BallBullet");
            FBBallBullet bullet = go.GetComponent <FBBallBullet>();

            bullet.transform.position = f_shotPoint.position;
            bullet.Load(UseBulletID, Level, MapRect, monster);
        }
コード例 #7
0
 private void LookAt(FBMonster target)
 {
     if (target != null)
     {
         Vector3 dir          = (f_target.transform.position - transform.position).normalized;
         float   angle        = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
         Vector3 eulerAnglles = transform.eulerAngles;
         eulerAnglles.z        = angle - 90f;
         transform.eulerAngles = eulerAnglles;
     }
     else
     {
         Vector3 eulerAnglles = transform.eulerAngles;
         eulerAnglles.z        = 0;
         transform.eulerAngles = eulerAnglles;
     }
 }
コード例 #8
0
        protected override void Update()
        {
            //已爆炸跳过
            if (f_isExploded)
            {
                return;
            }

            //移动
            transform.Translate(Direction * Speed * Time.deltaTime, Space.World);

            //旋转
            transform.Rotate(Vector3.forward, RotateSpeed * Time.deltaTime, Space.World);

            //检测(存活/死亡)
            GameObject[] monsterObjects = GameObject.FindGameObjectsWithTag("Monster");

            foreach (GameObject monsterObject in monsterObjects)
            {
                FBMonster monster = monsterObject.GetComponent <FBMonster>();

                //忽略已死亡的怪物
                if (monster.IsDead)
                {
                    continue;
                }

                if (Vector3.Distance(transform.position, monster.transform.position) <= FBConsts.RangeClosedDistance)
                {
                    //敌人受伤
                    monster.Damage(this.Attack);

                    //爆炸
                    Explode();

                    //退出(重点)
                    break;
                }
            }

            //边间检测
            if (!f_isExploded && !MapRect.Contains(transform.position))
            {
                Explode();
            }
        }
コード例 #9
0
        public override void OnUnspawn()
        {
            if (f_animator.gameObject.activeSelf)
            {
                f_animator.ResetTrigger("IsAttack");
            }

            f_animator  = null;
            f_target    = null;
            ID          = 0;
            Level       = 0;
            MaxLevel    = 0;
            BasePrice   = 0;
            GuardRange  = 0;
            ShotRate    = 0;
            UseBulletID = 0;

            f_grid = null;
        }
コード例 #10
0
        void Update()
        {
            //转向目标
            if (f_target == null)
            {
                GameObject[] monsters = GameObject.FindGameObjectsWithTag("Monster");

                foreach (GameObject m in monsters)
                {
                    FBMonster monster = m.GetComponent <FBMonster>();
                    float     dis     = Vector3.Distance(transform.position, monster.transform.position);
                    if (!monster.IsDead && dis <= GuardRange)
                    {
                        f_target = monster;
                        break;
                    }
                }

                LookAt(f_target);
            }
            else
            {
                float dis = Vector3.Distance(transform.position, f_target.transform.position);
                if (f_target.IsDead && dis > GuardRange)
                {
                    f_target = null;
                    LookAt(f_target);
                }
                else
                {
                    LookAt(f_target);

                    float attackTime = f_lastShotTime + 1f / ShotRate;
                    if (Time.time >= attackTime)
                    {
                        Shot(f_target);
                        f_lastShotTime = Time.time;
                    }
                }
            }
        }