예제 #1
0
    protected virtual void exec_step_vanish()
    {
        if (this.damage_effect.isVacant())
        {
            if (room != null)
            {
            }

            (this.behavior as chrBehaviorEnemy).onDelete();

            EnemyRoot.getInstance().deleteEnemy(this);
        }
    }
예제 #2
0
    protected void decideNextStep()
    {
        if (m_isHost)
        {
            // 가까이에 있는(퀵 공격 할 수 있는) 플레이어를 찾는다.
            chrBehaviorPlayer target = this.find_close_player();

            if (target != null)
            {
                this.next_step = STEP.ACTION;
                EnemyRoot.getInstance().RequestBossQuickAttack(target.getAcountID(), 1.0f);
            }
            else
            {
                // FIXME: 통신에 대응시킬 것.
                float randomValue = Random.value * 4;

                if (randomValue < 1.0f)
                {
                    Debug.Log("DirectAttack");
                    this.next_step = STEP.ACTION;

                    EnemyRoot.getInstance().RequestBossDirectAttack(focus.getAcountID(), 1.0f);
                }
                else if (randomValue < 2.0f)
                {
                    Debug.Log("RangeAttack");
                    this.next_step = STEP.ACTION;

                    EnemyRoot.getInstance().RequestBossRangeAttack(1.0f, 5.0f);
                }
                else
                {
                    this.next_step = STEP.MOVE;
                }
            }
        }
        else
        {
            this.next_step = STEP.MOVE;
        }

        // ---------------------------------------------------------------- //
        // 캐릭터 좌표를 보낸다.
        sendCharacterCoordinates();
    }
예제 #3
0
    // ================================================================ //
    // このコントローラ(敵種)に固有のメソッド

    /**
     * spawn_class_nameプロパティで指定された敵を生成する
     * @return 生成に成功した場合は true 、生成を見送った場合は false を戻す
     */
    public bool createEnemy()
    {
        if (!activated)
        {
            return(false);
        }

        // 放出する方向が空いているかどうかを調べる
        Vector3[] spawnDirections = new Vector3[] { Vector3.back, Vector3.left, Vector3.forward, Vector3.right };
        Vector3   spawnFrom;

        spawnFrom   = this.transform.position;
        spawnFrom.y = SPAWN_COLLIDE_CHECK_POS_Y;

        foreach (Vector3 dir in spawnDirections)
        {
            if (!Physics.SphereCast(new Ray(spawnFrom, dir), SPAWN_COLLIDE_CHECK_RADIUS, SPAWN_DISTANCE, 1 << LayerMask.NameToLayer("Enemy")))
            {
                playGenerate();

                // 敵を生成する
                //FIXME: The following 3 parameters should be a property.
                chrControllerEnemyBase enemy = EnemyRoot.getInstance().createEnemy("Enemy_Obake", "chrControllerEnemyGhost", "chrBehaviorEnemyGhost") as chrControllerEnemyBase;

                if (room != null)
                {
                    room.RegisterEnemy(enemy);
                }

                enemy.transform.position = spawnFrom + dir * SPAWN_DISTANCE;
                enemy.transform.rotation = Quaternion.LookRotation(dir);

                return(true);
            }
        }

        return(false);
    }
예제 #4
0
    // 룸 안의 적을 전부 삭제.
    public void             deleteRoomEnemies(RoomController room)
    {
        Room level_room = this.rooms[room.getIndex().x, room.getIndex().z];

        var enemies = this.rooms[room.getIndex().x, room.getIndex().z].enemies;

        foreach (var enemy in enemies)
        {
            if (enemy == null)
            {
                continue;
            }

            EnemyRoot.getInstance().deleteEnemy(enemy);
        }

        level_room.enemies.Clear();
        level_room.lairs.Clear();
        level_room.enemy_index = 0;
        level_room.spawner     = 0;

        this.spawn_timer = 0.0f;
    }
예제 #5
0
    public override void    execute()
    {
        base.execute();

        // 스페이스바나 J키로 점프 공격
        if (Input.GetKey(KeyCode.Space) || Input.GetKey(KeyCode.J))
        {
            EnemyRoot.getInstance().RequestBossRangeAttack(1.0f, 5.0f);
        }

        // C키로 공격
        if (Input.GetKey(KeyCode.C))
        {
            // 돌격
            EnemyRoot.getInstance().RequestBossDirectAttack(focus.getAcountID(), 3.0f);
        }

        // Q키로 퀵 공격
        if (Input.GetKey(KeyCode.Q))
        {
            // 퀵 공격
            EnemyRoot.getInstance().RequestBossQuickAttack(focus.getAcountID(), 1.0f);
        }
    }
예제 #6
0
    // 자신을 삭제한다.
    public void             deleteSelf()
    {
        this.onDelete();

        EnemyRoot.getInstance().deleteEnemy(this.control);
    }
예제 #7
0
파일: GameRoot.cs 프로젝트: wyuurla/006772
    // 디버그 창을 만든다(여러 가지).
    protected void          create_debug_window()
    {
        var window = dbwin.root().createWindow("game");

        window.createCheckBox("어카운트1", GlobalParam.get().db_is_connected[0])
        .setOnChanged((bool is_checked) =>
        {
            GlobalParam.get().db_is_connected[0] = is_checked;
        });
        window.createCheckBox("어카운트 2", GlobalParam.get().db_is_connected[1])
        .setOnChanged((bool is_checked) =>
        {
            GlobalParam.get().db_is_connected[1] = is_checked;
        });
        window.createCheckBox("어카운트3", GlobalParam.get().db_is_connected[2])
        .setOnChanged((bool is_checked) =>
        {
            GlobalParam.get().db_is_connected[2] = is_checked;
        });
        window.createCheckBox("어카운트 4", GlobalParam.get().db_is_connected[3])
        .setOnChanged((bool is_checked) =>
        {
            GlobalParam.get().db_is_connected[3] = is_checked;
        });

        window.createCheckBox("BGM", this.debug_flag.play_bgm)
        .setOnChanged((bool is_checked) =>
        {
            this.debug_flag.play_bgm = is_checked;

            if (this.debug_flag.play_bgm)
            {
                SoundManager.get().playBGM(Sound.ID.TKJ_BGM01);
            }
            else
            {
                SoundManager.get().stopBGM();
            }
        });

        /*window.createButton("물렸다")
         *      .setOnPress(() =>
         *      {
         *              dbwin.console().print("hoge");
         *              //this.next_step = STEP.TO_TITLE;
         *      });*/
#if false
        window.createButton("적 만들기")
        .setOnPress(() =>
        {
            dbwin.console().print("fuga");

            /*GameObject		go =  GameObject.FindGameObjectWithTag("EnemyLair");
             *
             * if(go != null) {
             *
             *      chrBehaviorEnemyLair0	lair = go.GetComponent<chrBehaviorEnemyLair0>();
             *
             *      lair.createEnemy();
             * }*/
        });

        window.createButton("적을 잔뜩 만들다")
        .setOnPress(() =>
        {
            EnemyRoot.getInstance().createManyEnemies();
        });

        window.createButton("메가 크래시")
        .setOnPress(() =>
        {
            EnemyRoot.getInstance().debugCauseDamageToAllEnemy();
        });
#endif
        window.createButton("메가메가 크래시")
        .setOnPress(() =>
        {
            EnemyRoot.getInstance().debugCauseVanishToAllEnemy();
        });
        window.createButton("제네레이터를 찾는다")
        .setOnPress(() =>
        {
            var enemies = EnemyRoot.get().getEnemies();

            var lairs = enemies.FindAll(x => (x.behavior as chrBehaviorEnemy_Lair) != null);

            foreach (var lair in lairs)
            {
                Debug.Log(lair.name);
            }
        });
#if false
        window.createButton("모두에게 대미지")
        .setOnPress(() =>
        {
            var players = PartyControl.getInstance().getPlayers();

            foreach (var player in players)
            {
                player.controll.vital.causeDamage(10.0f);
            }
        });


        window.createButton("때린다")
        .setOnPress(() =>
        {
            var player = PartyControl.getInstance().getLocalPlayer();

            player.controll.cmdSetMotion("m003_attack", 1);

            var enemies = EnemyRoot.getInstance().getEnemies();

            foreach (var enemy in enemies)
            {
                enemy.cmdSetMotion("m003_attack", 1);
            }
        });

        window.createButton("마법")
        .setOnPress(() =>
        {
            var player = PartyControl.getInstance().getLocalPlayer();

            player.controll.cmdSetMotion("m004_use", 1);
        });

        window.createButton("아팟")
        .setOnPress(() =>
        {
            var player = PartyControl.getInstance().getLocalPlayer();

            player.controll.causeDamage(0.0f);

            var enemies = EnemyRoot.getInstance().getEnemies();

            foreach (var enemy in enemies)
            {
                enemy.cmdSetMotion("m005_damage", 1);
            }
        });
#endif
        window.createButton("일시정지 설정")
        .setOnPress(() =>
        {
            this.setEnemyPause(true);
        });

        window.createButton("일시정지 해제")
        .setOnPress(() =>
        {
            this.setEnemyPause(false);
        });

        this.sequence.createDebugWindow(window);
    }
예제 #8
0
    public override void    execute()
    {
        // ---------------------------------------------------------------- //
        // ステップ内の経過時間を進める.

        this.step_timer += Time.deltaTime;

        // ---------------------------------------------------------------- //

        if (this.trigger_damage)
        {
            this.control.damage_effect.startDamage();

            this.life -= 1.0f;

            if (this.life <= 0.0f)
            {
                this.next_step = STEP.VANISH;
            }
        }

        // ---------------------------------------------------------------- //
        // 次の状態に移るかどうかを、チェックする.

        if (this.next_step == STEP.NONE)
        {
            switch (this.step)
            {
            case STEP.MOVE:
            {
                if (this.step_timer > 1.0f)
                {
                    this.next_step = STEP.REST;
                }
            }
            break;

            case STEP.REST:
            {
                if (this.step_timer >= REST_TIME)
                {
                    this.next_step = STEP.MOVE;
                }
            }
            break;

            case STEP.VANISH:
            {
                if (this.control.damage_effect.isVacant())
                {
                    EnemyRoot.getInstance().deleteEnemy(this.control);
                }
            }
            break;
            }
        }

        // ---------------------------------------------------------------- //
        // 状態が遷移したときの初期化.

        while (this.next_step != STEP.NONE)
        {
            this.step      = this.next_step;
            this.next_step = STEP.NONE;

            switch (this.step)
            {
            case STEP.MOVE:
            {
                float turn;
                // FIXME controll からマトリクス(transform)を取得する関数かなんか作らないといけなさそう
                Vector3 focal_local_pos = this.control.transform.InverseTransformPoint(focus.transform.position);
                focal_local_pos.y = 0.0f;                 // 高さはみない

                //float	turn = Random.Range(-90.0f, 90.0f);
                if (Vector3.Dot(Vector3.right, focal_local_pos) > 0)
                {
                    turn = Vector3.Angle(focal_local_pos, Vector3.forward);
                }
                else
                {
                    turn = -Vector3.Angle(focal_local_pos, Vector3.forward);
                }
                turn = Mathf.Clamp(turn, -90, 90);

                // move_dir に回転の角度を入れる
                this.move_dir = this.control.getDirection() + turn;
            }
            break;

            case STEP.VANISH:
            {
                this.control.cmdBeginVanish();
            }
            break;
            }

            this.step_timer = 0.0f;
        }

        // ---------------------------------------------------------------- //
        // 各状態での実行処理.

        switch (this.step)
        {
        case STEP.MOVE:
        {
            this.exec_step_move();
        }
        break;

        case STEP.VANISH:
        {
        }
        break;
        }

        // ---------------------------------------------------------------- //

        this.trigger_damage = false;
    }
예제 #9
0
    public override void    execute()
    {
        // ---------------------------------------------------------------- //
        // ステップ内の経過時間を進める.

        this.step_timer_prev = this.step_timer;
        this.step_timer     += Time.deltaTime;

        // ---------------------------------------------------------------- //

        if (this.damage_trigger)
        {
            this.control.damage_effect.startDamage();

            this.life -= 1.0f;

            if (this.life <= 0.0f)
            {
                this.next_step = STEP.VANISH;
            }
        }

        // ---------------------------------------------------------------- //
        // 次の状態に移るかどうかを、チェックする.

        if (this.next_step == STEP.NONE)
        {
            switch (this.step)
            {
            case STEP.MOVE:
            {
            }
            break;

            case STEP.REST:
            {
                if (this.step_timer > 1.0f)
                {
                    this.next_step = STEP.MOVE;
                }
            }
            break;

            case STEP.VANISH:
            {
                if (this.control.damage_effect.isDone())
                {
                    EnemyRoot.getInstance().deleteEnemy(this.control);
                }
            }
            break;
            }
        }

        // ---------------------------------------------------------------- //
        // 状態が遷移したときの初期化.

        while (this.next_step != STEP.NONE)
        {
            this.step      = this.next_step;
            this.next_step = STEP.NONE;

            switch (this.step)
            {
            case STEP.MOVE:
            {
                float turn = Random.Range(-90.0f, 90.0f);

                this.move_dir = this.control.getDirection() + turn;
            }
            break;

            case STEP.VANISH:
            {
                this.control.damage_effect.startVanish();
            }
            break;
            }

            this.step_timer_prev = 0.0f;
            this.step_timer      = 0.0f;
        }

        // ---------------------------------------------------------------- //
        // 各状態での実行処理.

        switch (this.step)
        {
        case STEP.MOVE:
        {
            if (this.step_timer > 0.0f)
            {
                if (Mathf.FloorToInt(this.step_timer_prev / 5.0f) != Mathf.FloorToInt(this.step_timer / 5.0f))
                {
                    this.createEnemy();
                }
            }
        }
        break;
        }

        // ---------------------------------------------------------------- //

        this.damage_trigger = false;
    }
예제 #10
0
    public void             createEnemy()
    {
        chrController enemy = EnemyRoot.getInstance().createEnemy();

        enemy.transform.position = this.transform.position;
    }
예제 #11
0
    public override void    execute()
    {
        // ---------------------------------------------------------------- //
        // ステップ内の経過時間を進める.

        this.step_timer += Time.deltaTime;

        // ---------------------------------------------------------------- //

        if (this.control.trigger_damage)
        {
            this.control.damage_effect.startDamage();

            if (this.control.vital.hit_point <= 0.0f)
            {
                this.next_step = STEP.VANISH;
            }
        }

        // ---------------------------------------------------------------- //
        // 次の状態に移るかどうかを、チェックする.

        if (this.next_step == STEP.NONE)
        {
            switch (this.step)
            {
            case STEP.MOVE:
            {
                if (this.step_timer > 1.0f)
                {
                    this.next_step = STEP.REST;
                }
            }
            break;

            case STEP.REST:
            {
                if (this.step_timer > 1.0f)
                {
                    this.next_step = STEP.MOVE;
                }
            }
            break;

            case STEP.VANISH:
            {
                if (this.control.damage_effect.isDone())
                {
                    EnemyRoot.getInstance().deleteEnemy(this.control);
                }
            }
            break;
            }
        }

        // ---------------------------------------------------------------- //
        // 状態が遷移したときの初期化.

        while (this.next_step != STEP.NONE)
        {
            this.step      = this.next_step;
            this.next_step = STEP.NONE;

            switch (this.step)
            {
            case STEP.MOVE:
            {
                float turn = Random.Range(-90.0f, 90.0f);

                this.move_dir = this.control.getDirection() + turn;

                this.control.cmdSetMotion("m001_walk", 0);
            }
            break;

            case STEP.REST:
            {
                float turn = Random.Range(-90.0f, 90.0f);

                this.move_dir = this.control.getDirection() + turn;

                this.control.cmdSetMotion("m002_idle", 0);
            }
            break;

            case STEP.VANISH:
            {
                this.control.cmdBeginVanish();
            }
            break;
            }

            this.step_timer = 0.0f;
        }

        // ---------------------------------------------------------------- //
        // 各状態での実行処理.

        switch (this.step)
        {
        case STEP.MOVE:
        {
            this.exec_step_move();
        }
        break;

        case STEP.VANISH:
        {
        }
        break;
        }

        // ---------------------------------------------------------------- //
    }
예제 #12
0
    public override void    execute()
    {
        // ---------------------------------------------------------------- //
        // ステップ内の経過時間を進める.

        this.step_timer += Time.deltaTime;

        // ---------------------------------------------------------------- //

        if (this.trigger_damage)
        {
            this.control.damage_effect.startDamage();

            this.life -= 1.0f;

            if (this.life <= 0.0f)
            {
                this.next_step = STEP.VANISH;
            }
        }

        // ---------------------------------------------------------------- //
        // 次の状態に移るかどうかを、チェックする.

        if (this.next_step == STEP.NONE)
        {
            switch (this.step)
            {
            case STEP.MOVE:
            {
                if (this.step_timer > 1.0f)
                {
                    this.next_step = STEP.REST;
                }
            }
            break;

            case STEP.REST:
            {
                if (this.step_timer > 3.0f)
                {
                    this.next_step = STEP.MOVE;
                }
            }
            break;

            case STEP.VANISH:
            {
                if (this.control.damage_effect.isDone())
                {
                    EnemyRoot.getInstance().deleteEnemy(this.control);
                }
            }
            break;
            }
        }

        // ---------------------------------------------------------------- //
        // 状態が遷移したときの初期化.

        while (this.next_step != STEP.NONE)
        {
            this.step      = this.next_step;
            this.next_step = STEP.NONE;

            switch (this.step)
            {
            case STEP.MOVE:
            {
            }
            break;

            case STEP.VANISH:
            {
                // アニメーションとめる.
                Animation[] animations = this.gameObject.GetComponentsInChildren <Animation>();

                foreach (var animation in animations)
                {
                    animation.Stop();
                }

                this.control.damage_effect.startVanish();
            }
            break;
            }

            this.step_timer = 0.0f;
        }

        // ---------------------------------------------------------------- //
        // 各状態での実行処理.

        switch (this.step)
        {
        case STEP.MOVE:
        {
            chrController player = CharacterRoot.getInstance().getPlayer();

            if (player != null)
            {
                var dir = Quaternion.LookRotation(player.transform.position - this.transform.position);

                this.move_dir = dir.eulerAngles.y;
            }
            else
            {
                float turn = Random.Range(-90.0f, 90.0f);

                this.move_dir = this.control.getDirection() + turn;
            }

            this.exec_step_move();
        }
        break;

        case STEP.VANISH:
        {
        }
        break;
        }

        // ---------------------------------------------------------------- //

        this.trigger_damage = false;
    }