/// <summary> /// 현재 활동중인 몬스터 전부를 풀로 반환시키는 매소드 /// </summary> public void RemoveAllActiveMonster() { if (ActivedMonsterList.Count == 0) { return; } // 몬스터 타입에따라서 // 풀로 반환한다. List <GameObject> active = ActivedMonsterList; //ActivedMonsterList.Clear(); foreach (GameObject mob in active) { try { MonsterType type = mob.GetComponent <FSMManager>().monsterType; switch (type) { case MonsterType.RedHat: MonsterPoolManager._Instance._RedHat.ItemReturnPool(mob); break; case MonsterType.Mac: MonsterPoolManager._Instance._Mac.ItemReturnPool(mob); break; case MonsterType.Tiber: MonsterPoolManager._Instance._Tiber.ItemReturnPool(mob); break; } } catch { } } if (MissionManager.Instance.CurrentMissionType == MissionType.Annihilation) { MissionA missionA = MissionManager.Instance.CurrentMission as MissionA; if (missionA.currentWave < missionA.totalWave) { missionA.Invoke("MonsterCheck", 5f); } //else if(missionA.currentWave == missionA.totalWave) // missionA.ClearMission(); } ActivedMonsterList.Clear(); }
public override void EndState() { base.EndState(); if (MissionManager.Instance.CurrentMissionType == MissionType.Annihilation) { UserInterface.Instance.GoalEffectPlay(); MissionA a = MissionManager.Instance.CurrentMission as MissionA; a.Invoke("MonsterCheck", 5f); } GameStatus.Instance.RemoveActivedMonsterList(gameObject); }
public override void EndState() { base.EndState(); GameStatus.Instance.RemoveActivedMonsterList(gameObject); _manager.agent.speed = 0; _manager.agent.angularSpeed = 0; if (GameStatus.currentGameState != CurrentGameState.EDITOR) { if (MissionManager.Instance.CurrentMissionType == MissionType.Annihilation) { UserInterface.Instance.GoalEffectPlay(); MissionA a = MissionManager.Instance.CurrentMission as MissionA; a.Invoke("MonsterCheck", 5f); } } }
// Use this for initialization void Start() { if (currentMission < PlayerPrefs.GetInt("Mission")) { currentMission = PlayerPrefs.GetInt("Mission"); } ic = GameObject.Find("Itens"); /*PODE REMOVER */ filtro = GameObject.Find("Filtro"); MissionBack = GameObject.Find("MissionBack"); missionI = GameObject.Find("MissionI"); MissionA = GameObject.Find("missionA"); filtro.SetActive(false); MissionA.SetActive(false); MissionBack.SetActive(false); missionI.SetActive(false); //Pode Remover// }
public void CheckMissionStatus() { mc = MissionContainer.Load(path); //REMOVER// filtro.SetActive(true); MissionBack.SetActive(true); //REMOVER// foreach (Mission mission in mc.missions) { if (mission.name == currentMission) { currentMissionItem = mission.item; currentMissionItem2 = mission.item2; if (mission.name == 1) { if (ic.GetComponent <ItensController>().ferro >= mission.amount) { print("Missao Completa"); //REMOVER// MissionA.SetActive(true); mAccomplished = true; //REMOVER// } else { missionI.SetActive(true); missionI.GetComponent <TextMesh>().text = "A Missao ainda esta em andamento \n Falta Ferro + " + (mission.amount - ic.GetComponent <ItensController>().ferro); } } else if (mission.name == 2) { print(mission.name); print(mission.amount); print(ic.GetComponent <ItensController>().uranio); if (ic.GetComponent <ItensController>().uranio >= mission.amount) { print("Missao Completa"); //REMOVER// MissionA.SetActive(true); mAccomplished = true; //REMOVER// } else if (ic.GetComponent <ItensController>().uranio < mission.amount) { missionI.SetActive(true); missionI.GetComponent <TextMesh>().text = "A Missao ainda esta em andamento \n Falta uranio + " + (mission.amount - ic.GetComponent <ItensController>().uranio); } } else if (mission.name == 3) { if (ic.GetComponent <ItensController>().prata >= mission.amount) { print("Missao Completa"); //REMOVER// MissionA.SetActive(true); mAccomplished = true; //REMOVER// } else { missionI.SetActive(true); missionI.GetComponent <TextMesh>().text = "A Missao ainda esta em andamento \n Falta prata + " + (mission.amount - ic.GetComponent <ItensController>().prata); } } else if (mission.name == 4) { if (ic.GetComponent <ItensController>().ouro >= mission.amount) { print("Missao Completa"); //REMOVER// MissionA.SetActive(true); mAccomplished = true; //REMOVER// } else { missionI.SetActive(true); missionI.GetComponent <TextMesh>().text = "A Missao ainda esta em andamento \n Falta ouro + " + (mission.amount - ic.GetComponent <ItensController>().ouro); } } else if (mission.name == 5) { if (ic.GetComponent <ItensController>().ferro >= mission.amount && ic.GetComponent <ItensController>().uranio >= mission.amount2) { print("Missao Completa"); //REMOVER// MissionA.SetActive(true); mAccomplished = true; //REMOVER// } else { missionI.SetActive(true); missionI.GetComponent <TextMesh>().text = "A Missao ainda esta em andamento \n Falta ferro + " + (mission.amount - ic.GetComponent <ItensController>().ferro) + "\n e uranio" + (mission.amount - ic.GetComponent <ItensController>().uranio); } } else if (mission.name == 6) { if (ic.GetComponent <ItensController>().ferro >= mission.amount && ic.GetComponent <ItensController>().prata >= mission.amount2) { print("Missao Completa"); //REMOVER// MissionA.SetActive(true); mAccomplished = true; //REMOVER// } else { missionI.SetActive(true); missionI.GetComponent <TextMesh>().text = "A Missao ainda esta em andamento \n Falta ferro + " + (mission.amount - ic.GetComponent <ItensController>().ferro) + "\n e prata" + (mission.amount - ic.GetComponent <ItensController>().prata); } } } } }
public void MissionAccomplished() { if (mAccomplished == true) { if (currentMissionItem == "ferro") { ic.GetComponent <ItensController>().ferro -= 1; currentMission += 1 PlayerPrefs.SetInt("Mission", currentMission); mAccomplished = false; //REMOVER// MissionA.SetActive(false); MissionBack.SetActive(false); filtro.SetActive(false); //REMOVER// } else if (currentMissionItem == "uranio") { ic.GetComponent <ItensController>().uranio -= 1; currentMission += 1; PlayerPrefs.SetInt("Mission", currentMission); mAccomplished = false; //REMOVER// MissionA.SetActive(false); MissionBack.SetActive(false); filtro.SetActive(false); //REMOVER// } else if (currentMissionItem == "prata") { ic.GetComponent <ItensController>().prata -= 1; currentMission += 1; PlayerPrefs.SetInt("Mission", currentMission); mAccomplished = false; //REMOVER// MissionA.SetActive(false); MissionBack.SetActive(false); filtro.SetActive(false); //REMOVER// } else if (currentMissionItem == "ouro") { ic.GetComponent <ItensController>().ouro -= 1; currentMission += 1; PlayerPrefs.SetInt("Mission", currentMission); mAccomplished = false; //REMOVER// MissionA.SetActive(false); MissionBack.SetActive(false); filtro.SetActive(false); //REMOVER// } if (currentMissionItem2 != null) { if (currentMissionItem2 == "ferro") { ic.GetComponent <ItensController>().ferro -= 1; currentMission += 1; PlayerPrefs.SetInt("Mission", currentMission); mAccomplished = false; //REMOVER// MissionA.SetActive(false); MissionBack.SetActive(false); filtro.SetActive(false); //REMOVER// } else if (currentMissionItem2 == "uranio") { ic.GetComponent <ItensController>().uranio -= 1; currentMission += 1; PlayerPrefs.SetInt("Mission", currentMission); mAccomplished = false; //REMOVER// MissionA.SetActive(false); MissionBack.SetActive(false); filtro.SetActive(false); //REMOVER// } else if (currentMissionItem2 == "prata") { ic.GetComponent <ItensController>().prata -= 1; currentMission += 1; PlayerPrefs.SetInt("Mission", currentMission); mAccomplished = false; //REMOVER// MissionA.SetActive(false); MissionBack.SetActive(false); filtro.SetActive(false); //REMOVER// } else if (currentMissionItem2 == "ouro") { ic.GetComponent <ItensController>().ouro -= 1; currentMission += 1; PlayerPrefs.SetInt("Mission", currentMission); mAccomplished = false; //REMOVER// MissionA.SetActive(false); MissionBack.SetActive(false); filtro.SetActive(false); //REMOVER// } } } }