public static void Play(Player player) { int fightNum = 1; bool runAway = false; Enemy enemy = EnemyGenerator.GenerateEnemy(); while (player.IsAlive && !runAway) { Console.WriteLine($"You met a {enemy.Name} (HP: {enemy.HitPoints})."); Console.WriteLine($"Your remaining HP: {player.HP}"); Console.WriteLine(); Console.Write("Fight? (y/n)\n>> "); if (Console.ReadLine().ToLower() == "n") { runAway = true; ConsoleHelper.WriteRedLine("\nYou ran away!"); break; } ConsoleHelper.WriteYellowBackgroundLine($"\nFight #{fightNum++}"); if (Fight(player, enemy)) { enemy = EnemyGenerator.GenerateEnemy(); } } }
void OnCollisionEnter(Collision collision) { if (collision.gameObject == target) { renderBody.sprite = spriteAttack; Invoke("StopAttackAnim", 0.3f); enemyGenerator.GenerateEnemy(collision.gameObject.transform.position, collision.gameObject.transform.rotation); Destroy(target); } }
IEnumerator WaitBeforeDeathState() { yield return(new WaitForSeconds(dyingTime)); if (enemyGenerator != null) { Instantiate(soulMonsterPrefab, transform.position, Quaternion.identity); enemyGenerator.GenerateEnemy(transform.position, transform.rotation); } Destroy(gameObject); }
private void UpdateEnemiesSpawn(RTPacket packet) { RTData data = packet.Data; int id = data.GetInt(1).Value; Vector2 position = data.GetVector2(3).Value; position = SignsExt.Vector2Sign(position, (Signs)data.GetInt(4).Value); float rotation = data.GetFloat(5).Value; Vector2 velocity = data.GetVector2(6).Value; velocity = SignsExt.Vector3Sign(velocity, (Signs)data.GetInt(7).Value); m_enemyGenerator.GenerateEnemy(id, position, rotation, velocity, true); }
/// <summary> /// isBattleフラグがtrueの時のみ前進する /// </summary> void Update() { if (Input.GetKey(KeyCode.A)) { transform.Rotate(new Vector3(0, -0.9f, 0)); } if (Input.GetKey(KeyCode.D)) { transform.Rotate(new Vector3(0, 0.9f, 0)); } if (CheckMoveCamera() == false) { return; } if (CheckMoveCamera() == true) { this.transform.position += new Vector3(dx * Time.deltaTime, 0, 0); if (gameObject.transform.position.x > 75) { isBoss = true; } } if (isBoss == true) { enemyGenerator.GenerateEnemy(isBoss); isBoss = false; } }