public void SequentialEnemies() { String str = @"[ { ""time"": 100, ""type"": 0, ""x"":10, ""y"": 60}, { ""time"": 200, ""type"": 1, ""x"":20, ""y"": 70}, { ""time"": 300, ""type"": 2, ""x"":30, ""y"": 80}, { ""time"": 400, ""type"": 3, ""x"":40, ""y"": 90}, { ""time"": 500, ""type"": 4, ""x"":50, ""y"": 100}, "; Dictionary <int, List <AbstractEnemy> > story = ScenarioReader.Read(str); Assert.IsInstanceOfType(story[100][0], typeof(Enemy0)); Assert.IsInstanceOfType(story[200][0], typeof(Enemy1)); Assert.IsInstanceOfType(story[300][0], typeof(Enemy2)); Assert.IsInstanceOfType(story[400][0], typeof(Enemy3)); Assert.IsInstanceOfType(story[500][0], typeof(Enemy4)); Enemy0 e0 = (Enemy0)story[100][0]; Enemy1 e1 = (Enemy1)story[200][0]; Enemy2 e2 = (Enemy2)story[300][0]; Enemy3 e3 = (Enemy3)story[400][0]; Enemy4 e4 = (Enemy4)story[500][0]; Assert.AreEqual(10, e0.X); Assert.AreEqual(60, e0.Y); Assert.AreEqual(20, e1.X); Assert.AreEqual(70, e1.Y); Assert.AreEqual(30, e2.X); Assert.AreEqual(80, e2.Y); Assert.AreEqual(40, e3.X); Assert.AreEqual(90, e3.Y); Assert.AreEqual(50, e4.X); Assert.AreEqual(100, e4.Y); }
public void Enemy3Movement() { ViewModel vm = new ViewModel(); Enemy3 enemy = new Enemy3(200, 0); Assert.AreEqual("ms-appx:///Images/enemy3.png", enemy.Source.UriSource.AbsoluteUri); vm.AddEnemy(enemy); Assert.AreEqual(0, enemy.SpeedX); Assert.AreEqual(1, enemy.SpeedY); Assert.AreEqual(0, vm.Bullets.Count); for (int i = 0; i < 100; i += 10) { Assert.AreEqual(200, enemy.X); Assert.AreEqual(i, enemy.Y); vm.Tick(10); } Assert.AreEqual(1, vm.Bullets.Count); for (int i = 100; i < 200; i += 10) { Assert.AreEqual(200, enemy.X); Assert.AreEqual(i, enemy.Y); vm.Tick(10); } Assert.AreEqual(1, vm.Bullets.Count); }
private void PlaceEnemies(Double left, Double top) { Enemy1.Move(Enemy1.Left + left, Enemy1.Top + top); Enemy2.Move(Enemy1.Left + GameConfigurations.EnemyWidth * 1.5, Enemy1.Top); Enemy3.Move(Enemy2.Left + GameConfigurations.EnemyWidth * 1.5, Enemy1.Top); Enemy4.Move(Enemy3.Left + GameConfigurations.EnemyWidth * 1.5, Enemy1.Top); Enemy5.Move(Enemy1.Left * 1.5, Enemy1.Top + GameConfigurations.EnemyHeight * 1.5); Enemy6.Move(Enemy5.Left + GameConfigurations.EnemyWidth * 1.5, Enemy5.Top); Enemy7.Move(Enemy6.Left + GameConfigurations.EnemyWidth * 1.5, Enemy5.Top); Enemy8.Move(Enemy7.Left + GameConfigurations.EnemyWidth * 1.5, Enemy5.Top); Enemy9.Move(Enemy1.Left * 1.25, Enemy5.Top + GameConfigurations.EnemyHeight * 1.5); Enemy10.Move(Enemy9.Left + GameConfigurations.EnemyWidth * 1.5, Enemy9.Top); Enemy11.Move(Enemy10.Left + GameConfigurations.EnemyWidth * 1.5, Enemy9.Top); Enemy12.Move(Enemy11.Left + GameConfigurations.EnemyWidth * 1.5, Enemy9.Top); Enemy13.Move(Enemy1.Left * 1.5, Enemy10.Top + GameConfigurations.EnemyHeight * 1.5); Enemy14.Move(Enemy13.Left + GameConfigurations.EnemyWidth * 1.5, Enemy13.Top); Enemy15.Move(Enemy14.Left + GameConfigurations.EnemyWidth * 1.5, Enemy13.Top); Enemy16.Move(Enemy15.Left + GameConfigurations.EnemyWidth * 1.5, Enemy13.Top); Enemy17.Move(Enemy1.Left, Enemy13.Top + GameConfigurations.EnemyHeight * 1.5); Enemy18.Move(Enemy17.Left + GameConfigurations.EnemyWidth * 1.5, Enemy17.Top); Enemy19.Move(Enemy18.Left + GameConfigurations.EnemyWidth * 1.5, Enemy17.Top); Enemy20.Move(Enemy19.Left + GameConfigurations.EnemyWidth * 1.5, Enemy17.Top); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { localScale = animator.transform.localScale; playerPos = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); rb = animator.GetComponent <Rigidbody2D>(); enemy3 = animator.GetComponent <Enemy3>(); timer = Random.Range(minTime, maxTime); }
void Start() { enemy = GetComponent <EnemyMove>(); enemyBos = GetComponent <EnemyBos>(); enemy2 = GetComponent <Enemy2>(); enemy3 = GetComponent <Enemy3>(); enemy4 = GetComponent <Enemy4>(); }
void Update() { rb = GetComponent <Rigidbody2D>(); boss = GetComponent <Boss>(); enemy2 = GetComponent <Enemy2>(); enemy3 = GetComponent <Enemy3>(); enemy4 = GetComponent <Enemy4>(); }
void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.tag.Equals("Player") && !isByPlayerCreated) { Debug.Log("Collison with Player"); Player player = col.gameObject.GetComponent <Player>(); PlayerRecord.health -= damage; //Debug.Log("Life of player: " + PlayerRecord.health); } else if (isByPlayerCreated) { if (col.gameObject.tag.Equals("Enemy1")) { Debug.Log("Collison with Enemy1"); Enemy1 enemy1 = col.gameObject.GetComponent <Enemy1>(); enemy1.setHealth(enemy1.getHealth() - damage); //Debug.Log("Life of Enemy1: " + enemy1.getHealth()); } else if (col.gameObject.tag.Equals("Enemy2")) { Debug.Log("Collison with Enemy2"); Enemy2 enemy2 = col.gameObject.GetComponent <Enemy2>(); enemy2.setHealth(enemy2.getHealth() - damage); //Debug.Log("Life of Enemy2: " + enemy2.getHealth()); } else if (col.gameObject.tag.Equals("Enemy3")) { Debug.Log("Collison with Enemy3"); Enemy3 enemy3 = col.gameObject.GetComponent <Enemy3>(); enemy3.setHealth(enemy3.getHealth() - damage); //Debug.Log("Life of Enemy3: " + enemy3.getHealth()); } else if (col.gameObject.tag.Equals("Enemy4")) { Debug.Log("Collison with Enemy4"); Enemy4 enemy4 = col.gameObject.GetComponent <Enemy4>(); enemy4.setHealth(enemy4.getHealth() - damage); //Debug.Log("Life of Enemy4: " + enemy4.getHealth()); } } else if (col.gameObject.tag.Equals("FireBall")) { bool isByPlayerCreatedColFireBall = col.gameObject.GetComponent <FireBall>().getIsByPlayerCreated(); if (isByPlayerCreated ^ isByPlayerCreatedColFireBall) { //Debug.Log("Fireball is destroyed"); Destroy(col.gameObject); Destroy(gameObject); } } }
void Damage3(Transform enemy3) { Enemy3 e = enemy3.GetComponent <Enemy3>(); if (e != null) { e.TakeDamage(BulletDamage); } }
public void RandomAI() { bool rightLane = false; while (!rightLane) { double rnd = SplashKit.Rnd(); if (rnd > 0.4) { AI newAI = new Enemy1(); if (CheckLane(newAI)) { _ai.Add(newAI); rightLane = true; } } if (rnd <= 0.4 && rnd > 0.2) { AI newAI = new Enemy2(); if (CheckLane(newAI)) { _ai.Add(newAI); rightLane = true; } } if (rnd <= 0.2 && rnd > 0.1) { AI newAI = new Enemy3(); if (CheckLane(newAI)) { _ai.Add(newAI); rightLane = true; } } if (rnd <= 0.1 && rnd > 0.03) { AI newAI = new Reward1(); if (CheckLane(newAI)) { _ai.Add(newAI); rightLane = true; } } if (rnd <= 0.03) { AI newAI = new Reward2(); if (CheckLane(newAI)) { _ai.Add(newAI); rightLane = true; } } } }
void OnTriggerEnter2D(Collider2D hitInfo) { Enemy enemy = hitInfo.GetComponent <Enemy>(); if (enemy != null) { enemy.TakeDamage(damage); Destroy(gameObject); } Enemy2 enemy2 = hitInfo.GetComponent <Enemy2>(); if (enemy2 != null) { enemy2.TakeDamage(damage); Destroy(gameObject); } Enemy3 enemy3 = hitInfo.GetComponent <Enemy3>(); if (enemy3 != null) { enemy3.TakeDamage(damage); Destroy(gameObject); } Enemy4 enemy4 = hitInfo.GetComponent <Enemy4>(); if (enemy4 != null) { enemy4.TakeDamage(damage); Destroy(gameObject); } Boss1 boss1 = hitInfo.GetComponent <Boss1>(); if (boss1 != null) { boss1.TakeDamage(damage); Destroy(gameObject); } Boss2 boss2 = hitInfo.GetComponent <Boss2>(); if (boss2 != null) { boss2.TakeDamage(damage); Destroy(gameObject); } }
static internal Dictionary <int, List <AbstractEnemy> > Read(String content) { Dictionary <int, List <AbstractEnemy> > story = new Dictionary <int, List <AbstractEnemy> >(); var json = (dynamic)JsonConvert.DeserializeObject(content); foreach (var e in json) { long time = e["time"].Value; long type = e["type"].Value; long x = e["x"].Value; long y = e["y"].Value; long sx = e["sx"]?.Value ?? 0; long sy = e["sy"]?.Value ?? 0; AbstractEnemy enemy = null; switch (type) { case 0: enemy = new Enemy0(x, y); break; case 1: enemy = new Enemy1(x, y); break; case 2: double t = sx > 0 ? -1 : +1; enemy = new Enemy2(x, y, sx, sy, t); break; case 3: enemy = new Enemy3(x, y); break; case 4: enemy = new Enemy4(x, y); break; } List <AbstractEnemy> enemies; if (story.ContainsKey((int)time)) { enemies = story[(int)time]; } else { enemies = new List <AbstractEnemy>(); story[(int)time] = enemies; } enemies.Add(enemy); } return(story); }
private void OnTriggerEnter(Collider other) // Collision between a bullet and an enemy { Enemy1 temp = other.gameObject.GetComponent <Enemy1>(); // Collision with enemy1 set to temp Enemy2 temp2 = other.gameObject.GetComponent <Enemy2>(); // Collision with enemy2 set to temp2 Enemy3 temp3 = other.gameObject.GetComponent <Enemy3>(); // Collision with enemy3 set to temp3 if (temp != null) // If the bullet collides with enemy1 { temp.SetHealth(temp.GetHealth() + damagerate); // Remove 1 HP from enemy1 } if (temp2 != null) // If the bullet collides with enemy2 { temp2.SetHealth(temp2.GetHealth() + damagerate); // Remove 1 HP from enemy2 } if (temp3 != null) // If the bullet collides with enemy3 { temp3.SetHealth(temp3.GetHealth() + damagerate); // Remove 1 HP from enemy3 } }
void Update() { if (Input.GetButtonDown("Fire1") && Time.time > nextFire) { nextFire = Time.time + fireRate; StartCoroutine(ShotTraceFX()); Vector3 rayOrigin = fpsCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0)); RaycastHit hit; laserLine.SetPosition(0, bezzel.position); if (Physics.Raycast(rayOrigin, fpsCam.transform.forward, out hit)) { laserLine.SetPosition(1, hit.point); Enemy1 target1 = hit.transform.GetComponent <Enemy1>(); if (target1 != null) { target1.TakeDamage(DMG); } Enemy2 target2 = hit.transform.GetComponent <Enemy2>(); if (target2 != null) { target2.TakeDamage2(DMG); } Enemy3 target3 = hit.transform.GetComponent <Enemy3>(); if (target3 != null) { target3.TakeDamage3(DMG); } if (hit.rigidbody != null) { hit.rigidbody.AddForce(-hit.normal * 1555); } } else { laserLine.SetPosition(1, rayOrigin + (fpsCam.transform.forward * 100)); } } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Boss") { GetComponent <Animator>().SetTrigger("impact"); rb.velocity = transform.right * 0; GameObject gO = collision.gameObject; boss = gO.GetComponent <Boss>(); float damage = PlayerPrefs.GetFloat("playerDamge"); boss.SendMessageUpwards("Damage", damage); boss.gO(gO); } else if (collision.tag == "Enemy2") { GetComponent <Animator>().SetTrigger("impact"); rb.velocity = transform.right * 0; GameObject gO = collision.gameObject; enemy2 = gO.GetComponent <Enemy2>(); float damage = PlayerPrefs.GetFloat("playerDamge"); enemy2.SendMessageUpwards("Damage", damage); enemy2.gO(gO); } else if (collision.tag == "Enemy3") { GetComponent <Animator>().SetTrigger("impact"); rb.velocity = transform.right * 0; GameObject gO = collision.gameObject; enemy3 = gO.GetComponent <Enemy3>(); float damage = PlayerPrefs.GetFloat("playerDamge"); enemy3.SendMessageUpwards("Damage", damage); enemy3.gO(gO); } else if (collision.tag == "Enemy4") { GetComponent <Animator>().SetTrigger("impact"); rb.velocity = transform.right * 0; GameObject gO = collision.gameObject; enemy4 = gO.GetComponent <Enemy4>(); float damage = PlayerPrefs.GetFloat("playerDamge"); enemy4.SendMessageUpwards("Damage", damage); enemy4.gO(gO); } }
/// <summary> /// /// </summary> public GameModel() { GameModel.XDistanceBetweenSprites = 100; GameModel.YDistanceBetweenSprites = 300; GameModel.YDistanceBetweenStars = 50; GameModel.YDistanceBetweenStars = 200; GameModel.YDistanceBetweenBlueStars = 50; GameModel.YDistanceBetweenSmallStars = 200; GameModel.LeftDisplayBorder = 50; GameModel.RightDisplayBorder = 200; GameModel.BottomDisplayBorder = 140; _background = new Background(); _enemies[0] = new Enemy1(4, 3); _enemies[1] = new Enemy2(4, 3); _enemies[2] = new Enemy3(4, 3); _enemies[3] = new Enemy4(4, 3); _spaceShip = new AnimatedSprite(5, 4); for (int i = 0; i < _meteors.Length; i++) { _meteors[i] = new Meteor(9, 8); } for (int i = 0; i < _stars.Length; i++) { _stars[i] = new Star(15, 7); _stars[i].Speed = new Vector2(0, 0.5f); } for (int i = 0; i < _fastStars.Length; i++) { _fastStars[i] = new Star(15, 10); _fastStars[i].Speed = new Vector2(0, 1f); } _InitializeLives(); _progress = new ProgressSprite(); }
public void createEnemy3() { float initialeYPosition = Random.Range(groundTopY + enemy3Height, topCameraBorder - enemy3Height); if (Random.Range(0, 2) == 0) { Enemy3 enemy3 = Instantiate(GameObject.Find("Enemy3").GetComponent <Enemy3>(), new Vector3(leftBorderX, initialeYPosition, 0.0f), Quaternion.identity); enemy3.transform.rotation = new Quaternion(0, 0, 0, 0); enemy3.setDirection(1); } else { Enemy3 enemy3 = Instantiate(GameObject.Find("Enemy3").GetComponent <Enemy3>(), new Vector3(rightBorderX, initialeYPosition, 0.0f), Quaternion.identity); enemy3.transform.rotation = new Quaternion(0, 180, 0, 0); enemy3.setDirection(-1); } }
void Shoot() { muzzleFlash.Play(); RaycastHit hit; if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)) { Debug.Log(hit.transform.name); Enemy enemy = hit.transform.GetComponent <Enemy>(); Enemy2 enemy2 = hit.transform.GetComponent <Enemy2>(); Enemy3 enemy3 = hit.transform.GetComponent <Enemy3>(); if (enemy != null) { enemy.TakeDamage(damage); GameObject impactGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal)); Destroy(impactGO, 1f); } if (enemy2 != null) { enemy2.TakeDamage(damage); GameObject impactGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal)); Destroy(impactGO, 1f); } if (enemy3 != null) { enemy3.TakeDamage(damage2); GameObject impactGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal)); Destroy(impactGO, 1f); } GameObject impactGO2 = Instantiate(impactEffect2, hit.point, Quaternion.LookRotation(hit.normal)); Destroy(impactGO2, 0.1f); } }
private void OnTriggerEnter2D(Collider2D collider) { if (collider.GetComponent <AreaCamera>() == null && collider.CompareTag("Water") == false) // Não é uma câmera nem água { Debug.Log("Bullet hit " + collider.name); Enemy1 enemy1 = collider.GetComponent <Enemy1>(); Enemy2 enemy2 = collider.GetComponent <Enemy2>(); Enemy3 enemy3 = collider.GetComponent <Enemy3>(); Boss boss = collider.GetComponent <Boss>(); Player player = collider.GetComponent <Player>(); if (enemy1 != null) // É um inimigo { enemy1.TakeDamage(bulletDamage); } else if (enemy2 != null) { enemy2.TakeDamage(bulletDamage); } else if (boss != null) { boss.TakeDamage(bulletDamage); } else if (enemy3 != null) { enemy3.TakeDamage(bulletDamage); } else if (player != null) { player.TakeDamage(bulletDamage); } Destroy(gameObject); Instantiate(impactEffect, transform.position, transform.rotation); } }
private void OnTriggerEnter2D(Collider2D collider) { if (collider.GetComponent <AreaCamera>() == null && collider.GetComponent <Player>() == null) // Não é uma câmera nem o Player { Enemy1 enemy1 = collider.GetComponent <Enemy1>(); Enemy2 enemy2 = collider.GetComponent <Enemy2>(); Enemy3 enemy3 = collider.GetComponent <Enemy3>(); Enemy4 enemy4 = collider.GetComponent <Enemy4>(); Boss boss = collider.GetComponent <Boss>(); if (enemy1 != null) // É um inimigo { enemy1.TakeDamage(bulletDamage); } else if (enemy2 != null) { enemy2.TakeDamage(bulletDamage); } else if (enemy3 != null) { enemy3.TakeDamage(bulletDamage); } else if (enemy4 != null) { enemy4.TakeDamage(bulletDamage); } else if (boss != null) { boss.TakeDamage(bulletDamage); } Destroy(gameObject); Instantiate(impactEffect, transform.position, transform.rotation); } }
public E3_IdleState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, Enemy3 enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
/// <summary> /// 单个敌人实例化 /// </summary> public void NewEmeny(int i) { if (i == 1) { Emeny1 Newemeny = new Emeny1(); Newemeny.initdate(); EnemyHp = Newemeny.GetHp; Agi = Newemeny.Agi; Avd = Newemeny.Avd; TextName.text = Newemeny.GetName; // enemyAi[0]=Newemeny; Headportrait = Newemeny.GetHeadportrait; } else if (i == 2) { Emeny2 Newemeny = new Emeny2(); Newemeny.initdate(); EnemyHp = Newemeny.GetHp; TextName.text = Newemeny.GetName; Agi = Newemeny.Agi; Avd = Newemeny.Avd; Headportrait = Newemeny.GetHeadportrait; // enemyAi[0]=Newemeny; } else if (i == 3) { Enemy3 Newemeny = new Enemy3(); Newemeny.initdate(); EnemyHp = Newemeny.GetHp; Avd = Newemeny.Avd; Agi = Newemeny.Agi; Headportrait = Newemeny.GetHeadportrait; TextName.text = Newemeny.GetName; // double [] b={0}; // Debug.Log(enemyAi); // enemyAi[0]=Newemeny; enemyAi.Add(Newemeny); } else if (i == 4) { Enemy4 Newemeny = new Enemy4(); Newemeny.initdate(); EnemyHp = Newemeny.GetHp; Headportrait = Newemeny.GetHeadportrait; Agi = Newemeny.Agi; Avd = Newemeny.Avd; TextName.text = Newemeny.GetName; enemyAi.Add(Newemeny); } else if (i == 5) { Enemy5 Newemeny = new Enemy5(); Newemeny.initdate(); EnemyHp = Newemeny.GetHp; Agi = Newemeny.Agi; Avd = Newemeny.Avd; Headportrait = Newemeny.GetHeadportrait; TextName.text = Newemeny.GetName; enemyAi.Add(Newemeny); } else if (i == 6) { Enemy6 Newemeny = new Enemy6(); Newemeny.initdate(); EnemyHp = Newemeny.GetHp; Agi = Newemeny.Agi; Avd = Newemeny.Avd; Headportrait = Newemeny.GetHeadportrait; TextName.text = Newemeny.GetName; enemyAi.Add(Newemeny); } else if (i == 99) { Enemy99 Newemeny = new Enemy99(); Newemeny.initdate(); EnemyHp = Newemeny.GetHp; Agi = Newemeny.Agi; Avd = Newemeny.Avd; Headportrait = Newemeny.GetHeadportrait; TextName.text = Newemeny.GetName; // double [] b={0}; Debug.Log(enemyAi); // enemyAi[0]=Newemeny; enemyAi.Add(Newemeny); } else { Debug.Log("Input wrong!The enmey" + i + " no Found!"); } if (EnemyHp != 0) { EnemyMaxHp = EnemyHp; Update_HpSlider(EnemyMaxHp, EnemyHp); } }
public void Enter(Enemy3 enemy1) { this.enemy = enemy1; animator = enemy.GetComponent <Animator>(); canattacc = false; }
// 적을 생성하고 생성한 적에게 추적할 대상을 할당 public void CreateEnemy(int wave) { // 생성할 위치를 랜덤으로 결정 // Transform spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)]; float xPos = 0; float yPos = 0; float zPos = 0; float angle = Random.Range(-60f, 60f); Quaternion qRot = Quaternion.Euler(0f, angle, 0f); switch (wave) { case 1: // wave1 //로켓런처(Enemy2) { xPos = 243.7f; yPos = 4.2f; zPos = 1997.4f; Enemy2 createdEnemy = Instantiate(enemyPrefab2, new Vector3(xPos, yPos, zPos), Quaternion.identity); xPos = 246.11f; yPos = 7.88f; zPos = 1997.25f; createdEnemy = Instantiate(enemyPrefab2, new Vector3(xPos, yPos, zPos), Quaternion.identity); xPos = 240.81f; yPos = 0.06f; zPos = 1998.23f; createdEnemy = Instantiate(enemyPrefab2, new Vector3(xPos, yPos, zPos), Quaternion.identity); } break; case 2: //wave2 //1:어그로공격 { for (int i = 0; i < 5; ++i) { xPos = Random.Range(-40f, -58.5f); zPos = Random.Range(1989.7f, 1964.8f); Enemy createdEnemy = Instantiate(enemyPrefab, new Vector3(xPos, yPos, zPos), qRot); createdEnemy.setAIType(0); //Debug.Log("Create Enemy"); } for (int i = 0; i < 2; ++i) { xPos = Random.Range(-40f, -58.5f); zPos = Random.Range(1989.7f, 1964.8f); Enemy3 createdEnemy3 = Instantiate(enemyPrefab3, new Vector3(xPos, yPos, zPos), qRot); createdEnemy3.setGroup(0); //Debug.Log("Create Enemy"); } } break; case 3: // wave3 //3:배회 { for (int i = 0; i < 3; ++i) { xPos = Random.Range(-108.3f, -79.5f); zPos = Random.Range(2030.1f, 2011.4f); Enemy3 createdEnemy3 = Instantiate(enemyPrefab3, new Vector3(xPos, yPos, zPos), qRot); createdEnemy3.setGroup(0); //Debug.Log("Create Enemy"); } for (int i = 0; i < 2; ++i) { xPos = Random.Range(-140f, -121.1f); zPos = Random.Range(2030.1f, 1993.2f); Enemy3 createdEnemy3 = Instantiate(enemyPrefab3, new Vector3(xPos, yPos, zPos), qRot); createdEnemy3.setGroup(0); //Debug.Log("Create Enemy"); } for (int i = 0; i < 1; ++i) { xPos = Random.Range(-140f, -127.2f); zPos = Random.Range(2040.6f, 2031.7f); Enemy3 createdEnemy3 = Instantiate(enemyPrefab3, new Vector3(xPos, yPos, zPos), qRot); createdEnemy3.setGroup(0); //Debug.Log("Create Enemy"); } } break; case 4: //wave4 //1:어그로 { for (int i = 0; i < 5; ++i) { xPos = Random.Range(-303.1f, -287.6f); zPos = Random.Range(2014.9f, 1991.2f); Enemy createdEnemy = Instantiate(enemyPrefab, new Vector3(xPos, yPos, zPos), qRot); createdEnemy.setAIType(0); //Debug.Log("Create Enemy"); } } break; case 5: // wave5 //4:전차 { //xPos = Random.Range(-303.1f, -287.6f); //zPos = Random.Range(2014.9f, 1991.2f); //Enemy4 createdEnemy = Instantiate(enemyPrefab4, new Vector3(xPos, yPos, zPos), qRot); ////Debug.Log("Create Enemy"); } break; case 7: // wave7 // 3배회, 1어그로 { for (int i = 0; i < 4; ++i) { xPos = Random.Range(-191.5f, -176.6f); zPos = Random.Range(2103f, 2061.6f); Enemy createdEnemy = Instantiate(enemyPrefab, new Vector3(xPos, yPos, zPos), qRot); createdEnemy.setAIType(0); //Debug.Log("Create Enemy"); } } break; case 8: // wave8 // 1어그로 { for (int i = 0; i < 5; ++i) { xPos = Random.Range(87.2f, 113.8f); zPos = Random.Range(2063.1f, 2036.7f); Enemy createdEnemy = Instantiate(enemyPrefab, new Vector3(xPos, yPos, zPos), qRot); createdEnemy.setAIType(0); //Debug.Log("Create Enemy"); } for (int i = 0; i < 2; ++i) { xPos = Random.Range(51.9f, 60.4f); zPos = Random.Range(2095.8f, 2069.9f); Enemy3 createdEnemy3 = Instantiate(enemyPrefab3, new Vector3(xPos, yPos, zPos), qRot); createdEnemy3.setGroup(0); //Debug.Log("Create Enemy"); } } break; case 9: // wave9 // 1어그로 { for (int i = 0; i < 3; ++i) { xPos = Random.Range(260f, 291f); zPos = Random.Range(2076.7f, 2031.7f); Enemy createdEnemy = Instantiate(enemyPrefab, new Vector3(xPos, yPos, zPos), qRot); //Debug.Log("Create Enemy"); } } break; case 10: // wave10 // 2로켓런처 { xPos = 402.8f; yPos = 1f; zPos = 2161.48f; Enemy2 createdEnemy = Instantiate(enemyPrefab2, new Vector3(xPos, yPos, zPos), Quaternion.identity); xPos = 412.63f; yPos = 1f; zPos = 2161.48f; createdEnemy = Instantiate(enemyPrefab2, new Vector3(xPos, yPos, zPos), Quaternion.identity); xPos = 406.98f; yPos = 4.3f; zPos = 2161.48f; createdEnemy = Instantiate(enemyPrefab2, new Vector3(xPos, yPos, zPos), Quaternion.identity); } break; case 11: // wave11 // 1어그로 { for (int i = 0; i < 2; ++i) { xPos = Random.Range(419.9f, 401f); zPos = Random.Range(2186.2f, 2178.4f); Enemy createdEnemy = Instantiate(enemyPrefab, new Vector3(xPos, yPos, zPos), qRot); //Debug.Log("Create Enemy"); } for (int i = 0; i < 4; ++i) { xPos = Random.Range(377f, 397.3f); zPos = Random.Range(2209.9f, 2190.2f); Enemy createdEnemy = Instantiate(enemyPrefab, new Vector3(xPos, yPos, zPos), qRot); //Debug.Log("Create Enemy"); } } break; case 12: // wave12 // 2로켓런처 { xPos = 83.88f; yPos = 0.3f; zPos = 2217.1f; Enemy2 createdEnemy = Instantiate(enemyPrefab2, new Vector3(xPos, yPos, zPos), Quaternion.identity); xPos = 83.88f; yPos = 3.38f; zPos = 2220.08f; createdEnemy = Instantiate(enemyPrefab2, new Vector3(xPos, yPos, zPos), Quaternion.identity); xPos = 83.88f; yPos = 7f; zPos = 2224.96f; createdEnemy = Instantiate(enemyPrefab2, new Vector3(xPos, yPos, zPos), Quaternion.identity); } break; case 13: // wave13 // 4전차 { //xPos = Random.Range(-303.1f, -287.6f); //zPos = Random.Range(2014.9f, 1991.2f); //Enemy4 createdEnemy = Instantiate(enemyPrefab4, new Vector3(xPos, yPos, zPos), qRot); ////Debug.Log("Create Enemy"); } break; case 14: // wave14 // 1어그로 3배회 { for (int i = 0; i < 4; ++i) { xPos = Random.Range(-156.2f, -119.9f); zPos = Random.Range(2289.6f, 2265.9f); Enemy createdEnemy = Instantiate(enemyPrefab, new Vector3(xPos, yPos, zPos), qRot); //Debug.Log("Create Enemy"); } for (int i = 0; i < 2; ++i) { xPos = Random.Range(-138.6f, -131.1f); zPos = Random.Range(2388.3f, 2368.4f); Enemy createdEnemy = Instantiate(enemyPrefab, new Vector3(xPos, yPos, zPos), qRot); //Debug.Log("Create Enemy"); } } break; case 15: // wave15 // 3배회 { for (int i = 0; i < 3; ++i) { xPos = Random.Range(-402.6f, -339f); zPos = Random.Range(2358.5f, 2308f); Enemy3 createdEnemy3 = Instantiate(enemyPrefab3, new Vector3(xPos, yPos, zPos), qRot); createdEnemy3.setGroup(0); //Debug.Log("Create Enemy"); } } break; case 16: // wave16 // 1어그로 3배회 { for (int i = 0; i < 3; ++i) { xPos = Random.Range(-436f, -485.3f); zPos = Random.Range(2442.1f, 2420.6f); Enemy createdEnemy = Instantiate(enemyPrefab, new Vector3(xPos, yPos, zPos), qRot); //Debug.Log("Create Enemy"); } } break; } }
private void Start() { parent = GetComponentInParent <Enemy3>(); }
void OnTriggerEnter2D(Collider2D col) { if (col.tag == "Enemy") { Enemy e = col.gameObject.GetComponent <Enemy>(); if (e != null) { if (!(e.GameplayState == 3)) { e.GameplayState = 3; e.AnimState = 3; e.curFrame = 0; level.GetComponent <levelManager>().enemycount--; AudioSource.PlayClipAtPoint(ed, new Vector3(0, 0, 0), vol); } else { e.GameplayState = 0; e.AnimState = 0; e.curFrame = 0; e.patterncount = 0; level.GetComponent <levelManager>().enemycount++; e.GetComponent <SpriteRenderer>().enabled = true; e.GetComponent <SpriteRenderer>().sprite = e.IdleAnimations[0]; AudioSource.PlayClipAtPoint(eu, new Vector3(0, 0, 0), vol); } Destroy(gameObject); return; } Enemy1 e1 = col.gameObject.GetComponent <Enemy1>(); if (e1 != null) { if (!(e1.GameplayState == 3)) { e1.GameplayState = 3; e1.AnimState = 3; e1.curFrame = 0; level.GetComponent <levelManager>().enemycount--; AudioSource.PlayClipAtPoint(ed, new Vector3(0, 0, 0), vol); } else { e1.GameplayState = 0; e1.AnimState = 0; e1.curFrame = 0; e1.patterncount = 0; level.GetComponent <levelManager>().enemycount++; e1.GetComponent <SpriteRenderer>().enabled = true; e1.GetComponent <SpriteRenderer>().sprite = e1.IdleAnimations[0]; AudioSource.PlayClipAtPoint(eu, new Vector3(0, 0, 0), vol); } Destroy(gameObject); return; } Enemy2 e2 = col.gameObject.GetComponent <Enemy2>(); if (e2 != null) { if (!(e2.GameplayState == 3)) { e2.GameplayState = 3; e2.AnimState = 3; e2.curFrame = 0; level.GetComponent <levelManager>().enemycount--; AudioSource.PlayClipAtPoint(ed, new Vector3(0, 0, 0), vol); } else { e2.GameplayState = 0; e2.AnimState = 0; e2.curFrame = 0; e2.patterncount = 0; level.GetComponent <levelManager>().enemycount++; e2.GetComponent <SpriteRenderer>().enabled = true; e2.GetComponent <SpriteRenderer>().sprite = e2.IdleAnimations[0]; AudioSource.PlayClipAtPoint(eu, new Vector3(0, 0, 0), vol); } Destroy(gameObject); return; } Enemy3 e3 = col.gameObject.GetComponent <Enemy3>(); if (e3 != null) { if (!(e3.GameplayState == 3)) { e3.GameplayState = 3; e3.AnimState = 3; e3.curFrame = 0; level.GetComponent <levelManager>().enemycount--; AudioSource.PlayClipAtPoint(ed, new Vector3(0, 0, 0), vol); } else { e3.GameplayState = 0; e3.AnimState = 0; e3.curFrame = 0; e3.patterncount = 0; level.GetComponent <levelManager>().enemycount++; e3.GetComponent <SpriteRenderer>().enabled = true; e3.GetComponent <SpriteRenderer>().sprite = e3.IdleAnimations[0]; AudioSource.PlayClipAtPoint(eu, new Vector3(0, 0, 0), vol); } Destroy(gameObject); return; } Enemy4 e4 = col.gameObject.GetComponent <Enemy4>(); if (e4 != null) { if (!(e4.GameplayState == 3)) { e4.GameplayState = 3; e4.AnimState = 3; e4.curFrame = 0; level.GetComponent <levelManager>().enemycount--; AudioSource.PlayClipAtPoint(ed, new Vector3(0, 0, 0), vol); } else { e4.GameplayState = 0; e4.AnimState = 0; e4.curFrame = 0; e4.patterncount = 0; level.GetComponent <levelManager>().enemycount++; e4.GetComponent <SpriteRenderer>().enabled = true; e4.GetComponent <SpriteRenderer>().sprite = e4.IdleAnimations[0]; AudioSource.PlayClipAtPoint(eu, new Vector3(0, 0, 0), vol); } Destroy(gameObject); return; } Enemy5 e5 = col.gameObject.GetComponent <Enemy5>(); if (e5 != null) { if (!(e5.GameplayState == 3)) { e5.GameplayState = 3; e5.AnimState = 3; e5.curFrame = 0; level.GetComponent <levelManager>().enemycount--; AudioSource.PlayClipAtPoint(ed, new Vector3(0, 0, 0), vol); } else { e5.GameplayState = 0; e5.AnimState = 0; e5.curFrame = 0; e5.patterncount = 0; level.GetComponent <levelManager>().enemycount++; e5.GetComponent <SpriteRenderer>().enabled = true; e5.GetComponent <SpriteRenderer>().sprite = e5.IdleAnimations[0]; AudioSource.PlayClipAtPoint(eu, new Vector3(0, 0, 0), vol); } Destroy(gameObject); return; } Enemy6 e6 = col.gameObject.GetComponent <Enemy6>(); if (e6 != null) { if (!(e6.GameplayState == 3)) { e6.GameplayState = 3; e6.AnimState = 3; e6.curFrame = 0; level.GetComponent <levelManager>().enemycount--; AudioSource.PlayClipAtPoint(ed, new Vector3(0, 0, 0), vol); } else { e6.GameplayState = 0; e6.AnimState = 0; e6.curFrame = 0; e6.patterncount = 0; level.GetComponent <levelManager>().enemycount++; e6.GetComponent <SpriteRenderer>().enabled = true; e6.GetComponent <SpriteRenderer>().sprite = e6.IdleAnimations[0]; AudioSource.PlayClipAtPoint(eu, new Vector3(0, 0, 0), vol); } Destroy(gameObject); return; } BossEnemy e8 = col.gameObject.GetComponent <BossEnemy>(); if (e8 != null) { if (!(e8.GameplayState == 3)) { e8.GameplayState = 3; e8.AnimState = 3; e8.curFrame = 0; level.GetComponent <levelManager>().enemycount--; AudioSource.PlayClipAtPoint(ed, new Vector3(0, 0, 0), vol); } else { e8.GameplayState = 0; e8.AnimState = 0; e8.curFrame = 0; e8.patterncount = 0; level.GetComponent <levelManager>().enemycount++; e8.GetComponent <SpriteRenderer>().enabled = true; e8.GetComponent <SpriteRenderer>().sprite = e8.IdleAnimations[0]; AudioSource.PlayClipAtPoint(eu, new Vector3(0, 0, 0), vol); } Destroy(gameObject); return; } } }
public void Enter(Enemy3 enemy1) { this.enemy = enemy1; animator = enemy.GetComponent <Animator>(); }
public E3_BurstAttackState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, Transform attackPosition, D_BurstAttack stateData, Enemy3 enemy) : base(entity, stateMachine, animBoolName, attackPosition, stateData) { this.enemy = enemy; }
public void Enter(Enemy3 enemy) { this.enemy = enemy; }
public B_DeadState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, D_DeadState stateData, Enemy3 enemy) : base(stateMachine, entity, animBoolName, stateData) { this.enemy = enemy; }
// Start is called before the first frame update void Start() { enemy = this.gameObject; if (PlayerController.curEventType == 1) { enemy.GetComponent <Image>().sprite = Resources.Load <Sprite>("Image/enemy1_" + Convert.ToInt32(1 + Random.Range(0, 2))); Enemy1 enemy1 = PlayerController.enemy.enemy1[0]; reward_Cards = new List <CardListItem>(); while (reward_Cards.Count != 3) { int index = Random.Range(0, PlayerController.allCards.Count - 1); reward_Cards.Add(PlayerController.allCards[index]); } reward_wealth1 = ((int)Random.Range(10, 30)).ToString(); reward_wealth2 = ((int)Random.Range(20, 50)).ToString(); maxWound1 = double.Parse(enemy1.maxWound1); maxWound2 = double.Parse(enemy1.maxWound2); actions = enemy1.actions; curAction = actions[0]; wound1 = 0; wound2 = 0; PlayerController.enemy.enemy1.RemoveAt(0); } if (PlayerController.curEventType == 2) { enemy.GetComponent <RectTransform>().localScale = new Vector3(1.2f, 1.2f, 1); enemy.GetComponent <Image>().sprite = Resources.Load <Sprite>("Image/enemy2_" + Convert.ToInt32(1 + Random.Range(0, 3))); Enemy2 enemy2 = PlayerController.enemy.enemy2[0]; reward_Cards = new List <CardListItem>(); while (reward_Cards.Count != 3) { int index = Random.Range(0, PlayerController.allCards.Count - 1); reward_Cards.Add(PlayerController.allCards[index]); } reward_wealth1 = ((int)Random.Range(10, 30)).ToString(); reward_wealth2 = ((int)Random.Range(20, 50)).ToString(); maxWound1 = double.Parse(enemy2.maxWound1); maxWound2 = double.Parse(enemy2.maxWound2); actions = enemy2.actions; curAction = actions[0]; wound1 = 0; wound2 = 0; PlayerController.enemy.enemy2.RemoveAt(0); } if (PlayerController.curEventType == 9) { enemy.GetComponent <RectTransform>().localScale = new Vector3(1.2f, 1.2f, 1); enemy.GetComponent <Image>().sprite = Resources.Load <Sprite>("Image/enemy3_1"); Enemy3 enemy3 = PlayerController.enemy.enemy3[0]; reward_Cards = new List <CardListItem>(); while (reward_Cards.Count != 3) { int index = Random.Range(0, PlayerController.allCards.Count - 1); reward_Cards.Add(PlayerController.allCards[index]); } reward_wealth1 = ((int)Random.Range(30, 70)).ToString(); reward_wealth2 = ((int)Random.Range(40, 80)).ToString(); maxWound1 = double.Parse(enemy3.maxWound1); maxWound2 = double.Parse(enemy3.maxWound2); actions = enemy3.actions; curAction = actions[0]; wound1 = 0; wound2 = 0; PlayerController.enemy.enemy3.RemoveAt(0); } }