public override void Execute(Attack attack, ButtleManager buttlemanager) { // buttlemanager._EnemyManager = GameObject.Find("EnemyManager"); if (IsFirst) { //敵からプレイヤへ攻撃 List <float> NewHpDate = buttlemanager._PlayerManager.GetComponent <PlayerManager>().HitDamage(buttlemanager._EnemyManager.GetComponent <EnemyManager>().GetAttack()); foreach (var item in NewHpDate) { buttlemanager.ButtleAnimationCreate(buttlemanager._PlayerManager.GetComponent <PlayerManager>().HpPrefab.GetComponent <HpBar>(), item, new Vector3(0, 0, 0), new Vector3(0, 0, 0)); } IsFirst = false; } buttlemanager.ButtleAnimationDestroy(); if (buttlemanager._ButtleAnimationList.Count == 0) { if (IsEnemyCreate) { buttlemanager.ChangeState(EnemyCreate.GetInstance()); } else { buttlemanager.ChangeState(Wait.GetInstance()); } //プレイヤの攻撃に移行 attack._AttackState = PlayerAttack.GetInstance(); } }
// Use this for initialization void Start() { PlayerManager = GameObject.Find("PlayerManager"); //Enemy = GameObject.Find("Enemy"); // Enemy = Instantiate(Enemy); ButtleState = EnemyCreate.GetInstance(); //ステージ生成 Stage = Instantiate(Stage); EnemyManager = Instantiate(EnemyManager); // BottanManager = GameObject.Find("BottonManager"); }
public bool CreateEnemy(EnemyCreate model) { var entity = new Enemy { Name = model.Name, Description = model.Description, Health = model.Health, LocationID = model.LocationID }; ctx.Enemies.Add(entity); return(ctx.SaveChanges() == 1); }
public IHttpActionResult Post(EnemyCreate note) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } var service = CreateEnemyService(); if (!service.CreateEnemy(note)) { return(InternalServerError()); } return(Ok()); }
public ActionResult Create(EnemyCreate model) { if (!ModelState.IsValid) { return(View(model)); } var service = new EnemyService(); if (service.CreateEnemy(model)) { return(RedirectToAction("Index")); } ModelState.AddModelError("", "Enemy could not be created"); return(View(model)); }
void Init() { for (int i = 0; i < POOL_SIZE; i++) { GameObject obj = Instantiate(EnemyCreate.Instance().disk); obj.SetActive(false); diskPool[i] = obj; diskPool[i].GetComponent <Disk>().poolIndex = i; if (i == 0) { continue; } diskPool[i - 1].GetComponent <Disk>().nextDisk = diskPool[i]; } diskPool[POOL_SIZE - 1].GetComponent <Disk>().nextDisk = null; firstAvailable = diskPool[0]; }
public ActionResult Create(EnemyCreate model) { if (!ModelState.IsValid) { return(View(model)); } var service = CreateEnemyService(); if (service.CreateEnemy(model)) { TempData["SaveResult"] = "New enemy created."; return(RedirectToAction("Index")); } ; ModelState.AddModelError("", "Enemy could not be created."); return(View(model)); }
public bool CreateEnemy(EnemyCreate model) { var entity = new Enemy() { OwnerId = _userId, Name = model.Name, KineticAC = model.KineticAC, EnergyAC = model.EnergyAC, Fortitude = model.Fortitude, Reflex = model.Reflex, Will = model.Will, HP = model.HP, Initiative = model.Initiative, }; using (var ctx = new ApplicationDbContext()) { ctx.Enemies.Add(entity); return(ctx.SaveChanges() == 1); } }
void OnGUI() { GUI.Label(new Rect(10, 10, 100, 20), "Round:" + (EnemyCreate.Instance().GetRoundIndex() + 1)); }
//BigDamageの時は、その3つのsphereをレインボーにしたいな。 void Start() { enemyAttackEffect = new GameObject[10]; inputEnergyID = new int[4]; getEnergyID = new int[4]; correctOrder = 0; battleGameEnergy = new GameObject[10]; battleGameEnergyMaterial = new MeshRenderer[10]; for (int i = 0; i > 4; i++) { inputEnergyID[i] = 0; getEnergyID[i] = 0; } battleGameCanvas = GameObject.Find("Canvas_battleGame"); battleGameEnergyCanvas = GameObject.Find("Canvas_battleGameEnergy"); battleGameEnergyCanvas_mouseInput = battleGameEnergyCanvas.GetComponent <MouseInput>(); battleGameEnergy[1] = GameObject.FindGameObjectWithTag("touchEnergy1"); battleGameEnergy[2] = GameObject.FindGameObjectWithTag("touchEnergy2"); battleGameEnergy[3] = GameObject.FindGameObjectWithTag("touchEnergy3"); battleGameEnergy[4] = GameObject.FindGameObjectWithTag("touchEnergy4"); battleGameEnergy[5] = GameObject.FindGameObjectWithTag("touchEnergy5"); battleGameEnergy[6] = GameObject.FindGameObjectWithTag("touchEnergy6"); battleGameEnergy[7] = GameObject.FindGameObjectWithTag("touchEnergy7"); battleGameEnergy[8] = GameObject.FindGameObjectWithTag("touchEnergy8"); battleGameEnergy[9] = GameObject.FindGameObjectWithTag("touchEnergy9"); battleGameEnergyMaterial[1] = battleGameEnergy[1].GetComponent <MeshRenderer>(); battleGameEnergyMaterial[2] = battleGameEnergy[2].GetComponent <MeshRenderer>(); battleGameEnergyMaterial[3] = battleGameEnergy[3].GetComponent <MeshRenderer>(); battleGameEnergyMaterial[4] = battleGameEnergy[4].GetComponent <MeshRenderer>(); battleGameEnergyMaterial[5] = battleGameEnergy[5].GetComponent <MeshRenderer>(); battleGameEnergyMaterial[6] = battleGameEnergy[6].GetComponent <MeshRenderer>(); battleGameEnergyMaterial[7] = battleGameEnergy[7].GetComponent <MeshRenderer>(); battleGameEnergyMaterial[8] = battleGameEnergy[8].GetComponent <MeshRenderer>(); battleGameEnergyMaterial[9] = battleGameEnergy[9].GetComponent <MeshRenderer>(); ProgressManager = GameObject.Find("ProgressManager"); gameProgress = ProgressManager.GetComponent <GameProgress>(); BattleCamera = GameObject.Find("BattleCamera"); battleCamera = BattleCamera.GetComponent <Camera>(); EnemyNameCamera = GameObject.Find("EnemyNameCamera"); enemyNameCamera = EnemyNameCamera.GetComponent <Camera>(); playerEnergyAmount = GameObject.Find("Canvas_battleGameEnergyAmount/energyAmountText").GetComponent <TextMeshProUGUI>(); enemyName = GameObject.Find("Canvas_enemyName/enemyName").GetComponent <TextMeshProUGUI>(); enemyCreate = new EnemyCreate(); //絶望のノーマル攻撃エフェクトを取得 enemyAttackEffect[1] = GameObject.Find("EnemyNormalAttack"); //Objectとしてむりくり置いて、名前で強引に呼び出し enemyAttackEffect[1].SetActive(false); //このやり方だとエフェクトの種類ごとに取得しなきゃいけないし、さらに無駄が多そうだー phase = Phase.tellEncountEnemy; fade = GameObject.Find("FadeCanvas_enemyName2BtlScene").GetComponent <Fade>(); enemyHpGauge = GameObject.Find("EnemyHpFill"); enemyTimeTillAtk = GameObject.Find("EnemyTimeFill"); enemyTimeTillAtk.SetActive(false); time = 0; ellapsedTime = 2; }