GameObject PlacePlayer() { if (map.GetComponent <RoundControler> ().player != null) { Destroy(map.GetComponent <RoundControler> ().player.gameObject); } OBJTYPEList obj_list = map.GetComponent <RandomDungeonCreator>().obj_list; //获取object列表 int row = obj_list.getListByType(OBJTYPE.OBJTYPE_PLAYER) [0].row; int column = obj_list.getListByType(OBJTYPE.OBJTYPE_PLAYER) [0].column; //Vector2 pos = map.GetComponent<TilesManager> ().posTransform (row,column); GameObject a = (GameObject)Instantiate(playerPrefab, transform.position, transform.rotation); a.name = "Player"; a.GetComponent <playerMove> ().initStatus(); a.GetComponent <playerMove> ().set(row, column); map.GetComponent <RoundControler> ().player = a; a.GetComponent <playerStatus> ().AI = false; a.GetComponent <playerStatus> ().HP = Random.Range(1, 100); a.GetComponent <playerStatus> ().HPMAX = a.GetComponent <playerStatus> ().HP;//测试血槽 by kola a.GetComponent <playerStatus> ().ATK = Random.Range(1, 20); a.GetComponent <playerStatus> ().ATKRange = Random.Range(1, 2); a.GetComponent <playerStatus> ().SPEED = Random.Range(1, 20); a.GetComponent <playerStatus> ().MOV = Random.Range(1, 4); a.GetComponent <playerStatus> ().isDanger = false; a.GetComponent <playerStatus> ().isPlayerTeam = true; GameObject.Find("Cameras").GetComponent <followCenter>().player = a; GameObject.Find("lightCover").GetComponent <followCenter>().player = a; obj_list.getListByType(OBJTYPE.OBJTYPE_PLAYER) [0].thisOBJ = a; a.GetComponent <playerMove> ().MapOBJ = obj_list.getListByType(OBJTYPE.OBJTYPE_PLAYER) [0]; Debug.Log("Create player" + a.name); return(a); }
void placeEnemy() { OBJTYPEList obj_list = map.GetComponent <RandomDungeonCreator>().obj_list; //获取object列表 List <OBJTYPEData> ems = obj_list.getListByType(OBJTYPE.OBJTYPE_ENEMY); if (map.GetComponent <RoundControler> ().enemy.Count > 0) { for (int i = 0; i < map.GetComponent <RoundControler> ().enemy.Count; i++) { Destroy(map.GetComponent <RoundControler> ().enemy [i].gameObject); } } map.GetComponent <RoundControler> ().enemy = new List <GameObject>(); for (int i = 0; i < ems.Count; i++) { GameObject a = (GameObject)Instantiate(enemyPrefab[((ObjectEnemy)ems[i]).Enemy_type], transform.position, transform.rotation); a.name = "Enemy" + i; a.GetComponent <playerMove> ().initStatus(); a.GetComponent <playerMove> ().set(ems[i].row, ems[i].column); map.GetComponent <RoundControler> ().enemy.Add(a); a.GetComponent <playerStatus> ().AI = true; a.GetComponent <playerStatus> ().HP = Random.Range(1, 100); a.GetComponent <playerStatus> ().ATK = Random.Range(1, 20); a.GetComponent <playerStatus> ().ATKRange = Random.Range(1, 2); a.GetComponent <playerStatus> ().SPEED = Random.Range(1, 20); a.GetComponent <playerStatus> ().MOV = Random.Range(1, 4); a.GetComponent <playerStatus> ().isDanger = true; a.GetComponent <playerStatus> ().isPlayerTeam = false; ((ObjectEnemy)ems [i]).thisOBJ = a; a.GetComponent <playerMove> ().MapOBJ = (ObjectEnemy)ems [i]; } }
void Awake() { map = GameObject.Find("map"); role = transform.Find("man").gameObject; weapon = transform.Find("weapon").gameObject; OBJTYPEList obj_list = map.GetComponent <RandomDungeonCreator>().obj_list; //获取object列表 row = obj_list.getListByType(OBJTYPE.OBJTYPE_PLAYER) [0].row; column = obj_list.getListByType(OBJTYPE.OBJTYPE_PLAYER) [0].column; orientation = "DOWN"; iniCell = new int[2]; iniCell [0] = row; iniCell [1] = column; iniPos = map.GetComponent <TilesManager>().posTransform(row, column); //初始化位置 transform.position = iniPos; astar = new Astar(); }