public override void Combo3Damage() { Vector3 TargetVec = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right * AttackRange : gameObject.transform.position + Vector3.left * AttackRange; GameObject LoadedObj = Instantiate <GameObject>(CResourceMgr.LoadEffect("IceBolts"), gameObject.transform.position, new Quaternion()); CIceBolts Arrows = LoadedObj.GetComponent <CIceBolts>(); Arrows.Owner = gameObject; Arrows.EndPos = TargetVec; CCombo3Ani ani = gameObject.GetComponentInChildren <CCombo3Ani>(); Arrows.HitMove = ani.HitMove; Arrows.HitAniType = EHitAniType.Type3; SoundMgr.PlaySound("Razor", ESoundType.Motion); }
public override void Combo3Damage() { CCombo3Ani ani = gameObject.GetComponentInChildren <CCombo3Ani>(); ani.SpriteRendererNone(); Vector3 TargetVec = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right * AttackRange : gameObject.transform.position + Vector3.left * AttackRange; GameObject LoadedObj = Instantiate <GameObject>(CResourceMgr.LoadEffect("Arrows3"), gameObject.transform.position, new Quaternion()); CArrows Arrows = LoadedObj.GetComponent <CArrows>(); Arrows.Owner = gameObject; Arrows.end_pos = TargetVec; Arrows.HitAniType = EHitAniType.Type3; SoundMgr.PlaySound("Missile", ESoundType.Motion); }
public override void ParringAttackDamage() { Vector3 pos = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right : gameObject.transform.position + Vector3.left; GameObject TriggerObj = Instantiate <GameObject>(CResourceMgr.LoadTrigger("DamageCircleTrigger"), pos, Quaternion.identity); CDamageTrigger Trigger = TriggerObj.GetComponent <CDamageTrigger>(); Trigger.Owner = gameObject; CSturnAni ani = gameObject.GetComponentInChildren <CSturnAni>(); Trigger.AliveTime = 0.1f; Trigger.Damage = 10; Trigger.ApplyAliveTime(); Trigger.bSturn = true; Trigger.HitAniType = EHitAniType.Type1; SoundMgr.PlaySound("Attack", ESoundType.Motion); }
void LoadMapObjects(ref BinaryReader binaryReader) { int ObjectCount = binaryReader.ReadInt32(); byte[] ObjectCountBuffer = binaryReader.ReadBytes(ObjectCount); for (int j = 0; j < ObjectCount; ++j) { string ObjectName = binaryReader.ReadString(); for (int i = 0; i < ObjectCountBuffer[j]; ++i) { GameObject instance = Instantiate <GameObject>(CResourceMgr.LoadMapObject(ObjectName)); CMapObject component = instance.GetComponent <CMapObject>(); component.Read(ref binaryReader); component.UpdatePos(); } } }
public void Hit(int Damage) { HP -= Damage; if (HP < DefaultHP / 2) { SpriteRender.sprite = NextSprites[0]; Vector3 pos = gameObject.transform.position; GameObject TriggerObj = Instantiate <GameObject>(CResourceMgr.LoadTrigger("TrapDamageTrigger"), pos, Quaternion.identity); CDamageTrigger Trigger = TriggerObj.GetComponent <CDamageTrigger>(); Trigger.Owner = gameObject; Trigger.HitMove = 0.2f; Trigger.AliveTime = 0.5f; Trigger.Damage = 10; Trigger.ApplyAliveTime(); Invoke("EndSprite", 0.5f); } }
void ShowWayPoints() { GameObject path_image = CResourceMgr.LoadMapImage("PathImage"); GameObject images_parent = Instantiate <GameObject>(CResourceMgr.LoadMapImage("ImagesParent"), new Vector3(0.0f, 0.0f, ImageDefaultPosZ), new Quaternion()); for (int y = 0; y < Size; ++y) { for (int x = 0; x < Size; ++x) { if (WayPoints.Contains(y * Size + x)) { GameObject new_object = Instantiate <GameObject>(path_image, new Vector3(x, y, ImageDefaultPosZ), new Quaternion()); new_object.isStatic = true; new_object.tag = "PathImage"; new_object.transform.SetParent(images_parent.transform); } } } }
public override void Combo2Damage() { Vector3 TargetVec = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right * AttackRange : gameObject.transform.position + Vector3.left * AttackRange; Quaternion newRotation = CUtility.MakeQuaternion(gameObject.transform.position, TargetVec); // 이미지를 반시계방향으로 회전 시켜서 위로 바라 보게 만든다. Vector3 eulerAngles = newRotation.eulerAngles; eulerAngles.z += 90.0f; newRotation = Quaternion.Euler(eulerAngles); GameObject LoadedObj = Instantiate <GameObject>(CResourceMgr.LoadEffect("IceBolt"), gameObject.transform.position, newRotation); CIceBolt Effect = LoadedObj.GetComponent <CIceBolt>(); Effect.Owner = gameObject; Effect.EndPos = TargetVec; CCombo1Ani ani = gameObject.GetComponentInChildren <CCombo1Ani>(); Effect.HitMove = ani.HitMove; Effect.HitAniType = EHitAniType.Type2; SoundMgr.PlaySound("Razor2", ESoundType.Motion); }
public override void Combo3Damage() { Vector3 TargetVec = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right : gameObject.transform.position + Vector3.left; Quaternion newRotation = CUtility.MakeQuaternion(gameObject.transform.position, TargetVec); Vector3 pos = gameObject.transform.position; pos.x = gameObject.transform.position.x + (TargetVec.x - pos.x) / 2.0f; pos.z = 1.0f; GameObject melee_trail = Instantiate <GameObject>(CResourceMgr.LoadEffect("SwordTrail"), pos, newRotation); melee_trail.transform.localScale = new Vector3(2.0f, 2.0f, 1.0f); CTrail trail = melee_trail.GetComponent <CTrail>(); trail.Owner = gameObject; CCombo3Ani ani = gameObject.GetComponentInChildren <CCombo3Ani>(); trail.HitMove = ani.HitMove; trail.HitAniType = EHitAniType.Type3; ani.SpriteRendererNone(); SoundMgr.PlaySound("Attack", ESoundType.Motion); }
// Update is called once per frame void Update() { if (CMapGenerator.bTool) { return; } if (!bSpawnStart) { return; } if (CurSpawnCount == 0) { if (false == bLoopSpawn) { bSpawnStart = false; } else if (bLoopSpawn && 0 == SpawnedObjects.Count) { RemainTime = SpawnTime; CurSpawnCount = MaxSpawnCount; } return; } if (RemainTime <= 0) { GameObject spawnObj = Instantiate(CResourceMgr.LoadCharacter(GetLoadCharacterName(), ECharacterType.Enemy) /*, gameObject.transform*/); spawnObj.transform.position = gameObject.transform.position; SpawnedObjects.Add(spawnObj); RemainTime = SpawnTime; --CurSpawnCount; } else { RemainTime -= Time.fixedDeltaTime; } }
public override void Combo1Damage() { Vector3 TargetVec = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right * AttackRange : gameObject.transform.position + Vector3.left * AttackRange; Quaternion newRotation = CUtility.MakeQuaternion(gameObject.transform.position, TargetVec); // 이미지를 반시계방향으로 회전 시켜서 위로 바라 보게 만든다. Vector3 eulerAngles = newRotation.eulerAngles; eulerAngles.z += 90.0f; newRotation = Quaternion.Euler(eulerAngles); GameObject LoadedObj = Instantiate <GameObject>(CResourceMgr.LoadEffect("Bone"), gameObject.transform.position, newRotation); CBone Effect = LoadedObj.GetComponent <CBone>(); Effect.Owner = gameObject; Effect.EndPos = TargetVec; CCombo1Ani ani = gameObject.GetComponentInChildren <CCombo1Ani>(); Effect.HitMove = ani.HitMove; Effect.HitAniType = EHitAniType.Type1; //Vector3 TargetVec = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right : gameObject.transform.position + Vector3.left; //Quaternion newRotation = CUtility.MakeQuaternion(gameObject.transform.position, TargetVec); //Vector3 pos = gameObject.transform.position; //pos.x = gameObject.transform.position.x + (TargetVec.x - pos.x) / 2.0f; //pos.z = 1.0f; //GameObject melee_trail = Instantiate<GameObject>(CResourceMgr.LoadEffect("SwordTrail"), pos, newRotation); //CTrail trail = melee_trail.GetComponent<CTrail>(); //trail.Owner = gameObject; //CCombo1Ani ani = gameObject.GetComponentInChildren<CCombo1Ani>(); //trail.HitMove = ani.HitMove; //trail.HitAniType = EHitAniType.Type1; ani.SpriteRendererNone(); SoundMgr.PlaySound("Attack", ESoundType.Motion); }
public override void Combo1Damage() { CCombo1Ani ani = gameObject.GetComponentInChildren <CCombo1Ani>(); ani.SpriteRendererNone(); Vector3 TargetVec = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right * AttackRange : gameObject.transform.position + Vector3.left * AttackRange; Quaternion newRotation = CUtility.MakeQuaternion(gameObject.transform.position, TargetVec); // 이미지를 반시계방향으로 회전 시켜서 위로 바라 보게 만든다. Vector3 eulerAngles = newRotation.eulerAngles; eulerAngles.z += 90.0f; newRotation = Quaternion.Euler(eulerAngles); GameObject ranged_object = Instantiate <GameObject>(CResourceMgr.LoadEffect("Arrow"), gameObject.transform.position, newRotation); CArrow arrow = ranged_object.GetComponent <CArrow>(); arrow.Owner = gameObject; arrow.EndPos = TargetVec; arrow.HitAniType = EHitAniType.Type1; SoundMgr.PlaySound("Missile", ESoundType.Motion); }
private void Update() { //if (Input.GetMouseButtonDown(0)) //{ // if (CurCamera == null) // return; // Ray ray = CurCamera.ScreenPointToRay(Input.mousePosition); // RaycastHit ray_cast_hit; // if (Physics.Raycast(ray, out ray_cast_hit)) // { // if ("TileImage" == ray_cast_hit.collider.tag) // { // Vector3 player_position = gameObject.transform.position; // Vector3 end_position = ray_cast_hit.collider.transform.position; // Character.Move(player_position, end_position); // } // } //} bool[] bKeyDown = { false, false, false, false, }; Vector3 startPos = new Vector3(); if (Input.GetKey(KeyCode.W)) { startPos.y += 1.0f; bKeyDown[0] = true; } if (Input.GetKey(KeyCode.S)) { startPos.y -= 1.0f; bKeyDown[1] = true; } if (Input.GetKey(KeyCode.A)) { startPos.x -= 1.0f; bKeyDown[2] = true; } if (Input.GetKey(KeyCode.D)) { startPos.x += 1.0f; bKeyDown[3] = true; } if (startPos.x != 0 || startPos.y != 0) { if (Character.curState == EState.Idle) { Vector3 EndPos = gameObject.transform.position + startPos; Character.Move(EndPos); CachedMovePos = startPos; } } bool bAllKeyDown = true; for (int i = 0; i < 4; ++i) { if (bKeyDown[i]) { bAllKeyDown = false; break; } } bool bKeyUp = Input.GetKeyUp(KeyCode.W) || Input.GetKeyUp(KeyCode.S) || Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.D); if (bKeyUp && bAllKeyDown) { Character.Stop(); } if (Character.curState == EState.Die) { return; } if (Input.GetKey(KeyCode.J)) { Character.Attack1(); } if (Input.GetKey(KeyCode.K)) { Character.Attack2(); } if (Input.GetKeyDown(KeyCode.L)) { Character.Skill(); } if (Input.GetKeyDown(KeyCode.H)) { Character.Dodge(CachedMovePos); } if (Input.GetKeyDown(KeyCode.F1)) { //Texture2D tex2d = Resources.Load<Texture2D>("IT"); //Rect rect= new Rect(32, 288, 32, 32); //Vector2 Pivot = new Vector2(0.5f, 0.5f); //Sprite cs = Sprite.Create(tex2d, rect, Pivot); CCombo1Ani ani = Character.GetComponentInChildren <CCombo1Ani>(); Sprite[] FindSprites = CResourceMgr.LoadSprite("IT"); Sprite FindSprite = FindSprites[184]; ani.Sprites[0] = FindSprite; ani.Sprites[1] = FindSprite; ani.Sprites[2] = FindSprite; ani.Sprites[3] = FindSprite; } //if (Input.GetMouseButtonDown(0)) //{ // Character.Attack1(); //} //if (Input.GetMouseButtonDown(1)) //{ // Character.Attack2(); //} }