public void createEnemyEveryEvent(int count) { for (int i = 0; i < count; i++) { //Debug.Log(AllEventlist.Count); int race; if (Random.Range(1, 11) > 7) { race = Random.Range(1, 8); } else { race = 0; } if (Global.AllEnemyEventlist.Count == 0) { //Debug.Log("AllEnemyEventlist.Count = " + AllEnemyEventlist.Count); race = 0; } EveryEvent newEveryEvent = new EveryEvent(race.ToString(), Random.Range(0, 7).ToString()); Global.AllEnemyEventlist.Add(newEveryEvent); Vector3 tempEveryEnemyEventPosition = new Vector3(Global.lastEveryEnemyEventPosition.x + Global.everyEventOffset, 1, 0); Vector3 newEveryEventPosition = new Vector3(Global.lastEveryEnemyEventPosition.x + Global.everyEventOffset + AllEnemyEvent.transform.position.x, 1, 0); Global.lastEveryEnemyEventPosition = tempEveryEnemyEventPosition; GameObject newEveryEventPrefab = Instantiate(EveryEventPrefab, newEveryEventPosition, Quaternion.identity); //Debug.Log(newEveryEventPrefab.transform.position.x); newEveryEventPrefab.transform.parent = AllEnemyEvent.transform; //Debug.Log(newEveryEventPrefab.transform.position.x); setSprite(newEveryEventPrefab, newEveryEvent); setEveryEvent(newEveryEventPrefab, newEveryEvent); } }
void setSprite(GameObject m_GameObject, EveryEvent newEveryEvent) { Sprite sprite = null; //Debug.Log("newEveryEvent.race=" + newEveryEvent.race + "; newEveryEvent.skill=" + newEveryEvent.skill) ; switch (newEveryEvent.race) { case "0": sprite = NullEventIcon; break; case "1": sprite = EventIcons_1[int.Parse(newEveryEvent.skill)]; break; case "2": sprite = EventIcons_2[int.Parse(newEveryEvent.skill)]; break; case "3": sprite = EventIcons_3[int.Parse(newEveryEvent.skill)]; break; case "4": sprite = EventIcons_4[int.Parse(newEveryEvent.skill)]; break; case "5": sprite = EventIcons_5[int.Parse(newEveryEvent.skill)]; break; case "6": sprite = EventIcons_6[int.Parse(newEveryEvent.skill)]; break; case "7": sprite = EventIcons_7[int.Parse(newEveryEvent.skill)]; break; } m_GameObject.GetComponent <SpriteRenderer>().sprite = sprite; if (newEveryEvent.race.Equals("0")) { //设置颜色 m_GameObject.GetComponent <SpriteRenderer>().color = new Color32(112, 200, 181, 255); } }
public void setEveryEvent(EveryEvent tempEveryEvent) { everyEvent = tempEveryEvent; }
public bool ExecSkill() { if (Global.EveryEventGameObjectsList.Count >= 1) { EveryEvent everyEvent = Global.EveryEventGameObjectsList[Global.EveryEventGameObjectsList.Count - 1] .gameObject.GetComponent <EveryEventController>().getEveryEvent(); //Debug.Log("everyEvent = " + everyEvent); Debug.Log("\neveryEvent.race=" + everyEvent.race + "\neveryEvent.skill=" + everyEvent.skill); if (!everyEvent.race.Equals("0")) { int injuryValue = everyEvents.everyEvents[(int.Parse(everyEvent.race) - 1) * 7 + int.Parse(everyEvent.skill)].injuryValue; string skillname = everyEvents.everyEvents[(int.Parse(everyEvent.race) - 1) * 7 + int.Parse(everyEvent.skill)].skillname; Debug.Log("injuryValue = " + injuryValue); Debug.Log("skillname = " + skillname); showCombatInformationText(0, everyEvent.skill, skillname, Mathf.Abs(injuryValue)); switch (everyEvent.skill) { case "4": showBloodPrefab(0, everyEvent.skill, skillname, Mathf.Abs(injuryValue)); break; case "6": showBloodPrefab(0, everyEvent.skill, skillname, Mathf.Abs(injuryValue)); GameController.setBlood((Global.currentBloodValue + injuryValue) >= 100 ? 100 : Global.currentBloodValue + injuryValue); break; default: showBloodPrefab(1, everyEvent.skill, skillname, Mathf.Abs(injuryValue)); GameController.setBloodEnemy((Global.currentEnemyBloodValue + injuryValue) >= 100 ? 100 : Global.currentEnemyBloodValue + injuryValue); break; } } } if (Global.EnemyEveryEventGameObjectsList.Count >= 1) { EveryEvent everyEvent = Global.EnemyEveryEventGameObjectsList[Global.EnemyEveryEventGameObjectsList.Count - 1] .gameObject.GetComponent <EveryEventController>().getEveryEvent(); //Debug.Log("everyEvent = " + everyEvent); Debug.Log("\neveryEvent.race=" + everyEvent.race + "\neveryEvent.skill=" + everyEvent.skill); if (!everyEvent.race.Equals("0")) { int injuryValue = everyEvents.everyEvents[(int.Parse(everyEvent.race) - 1) * 7 + int.Parse(everyEvent.skill)].injuryValue; string skillname = everyEvents.everyEvents[(int.Parse(everyEvent.race) - 1) * 7 + int.Parse(everyEvent.skill)].skillname; Debug.Log("injuryValue = " + injuryValue); Debug.Log("skillname = " + skillname); showCombatInformationText(1, everyEvent.skill, skillname, Mathf.Abs(injuryValue)); switch (everyEvent.skill) { case "4": showBloodPrefab(1, everyEvent.skill, skillname, Mathf.Abs(injuryValue)); break; case "6": showBloodPrefab(1, everyEvent.skill, skillname, Mathf.Abs(injuryValue)); GameController.setBloodEnemy((Global.currentEnemyBloodValue + injuryValue) >= 100? 100: Global.currentEnemyBloodValue + injuryValue); break; default: showBloodPrefab(0, everyEvent.skill, skillname, Mathf.Abs(injuryValue)); GameController.setBlood((Global.currentBloodValue + injuryValue) >= 100 ? 100 : Global.currentBloodValue + injuryValue); break; } } } return(true); }
void setEveryEvent(GameObject m_GameObject, EveryEvent newEveryEvent) { m_GameObject.GetComponent <EveryEventController>().setEveryEvent(newEveryEvent); }