UnitGenerationData CreateBossGeneration( string _PrefabName , string _UnitDataTemplateName , string _MinimapName ) { UnitGenerationData ret = null ; ret = new UnitGenerationData() ; ret.unitName = "Netrual_SpawnBoss" ; ret.prefabName = _PrefabName ; ret.unitDataTemplateName = _UnitDataTemplateName ; ret.raceName = _MinimapName ; ret.sideName = "Nutral" ; ret.supplementalVec[ "WaitForReloadSec" ] = "1.0" ; ret.supplementalVec[ "RoutePosition0" ] = "50,0,20" ; ret.supplementalVec[ "judgeDistance" ] = "10" ; return ret ; }
UnitGenerationData CreateEnemyGeneration( string _PrefabName , string _UnitDataTemplateName , string _MinimapName ) { UnitGenerationData ret = null ; ret = new UnitGenerationData() ; ret.unitName = "Enemy_SpawnUnit" ; ret.prefabName = _PrefabName ; ret.unitDataTemplateName = _UnitDataTemplateName ; ret.raceName = _MinimapName ; ret.sideName = "Enemy" ; ret.supplementalVec[ "TargetName" ] = "MainCharacter" ; ret.supplementalVec[ "WaitForReloadSec" ] = "2.0" ; return ret ; }
private void GenerateUnit( UnitGenerationData _UnitGenData ) { LevelGenerator levelGenerator = this.gameObject.GetComponent<LevelGenerator>() ; if( null != levelGenerator ) { string unitName = "" ; if( 0 == _UnitGenData.unitName.Length ) unitName = ConstName.CreateEnemyGenerateObjectName( _UnitGenData.raceName , _UnitGenData.prefabName ) ; else unitName = _UnitGenData.unitName ; GameObject retObj = levelGenerator.GenerateUnit( unitName , _UnitGenData.prefabName , _UnitGenData.unitDataTemplateName , _UnitGenData.raceName , _UnitGenData.sideName , _UnitGenData.initPosition.GetPosition() , _UnitGenData.initOrientation , _UnitGenData.supplementalVec ) ; TryActiveBattleEventCamera( retObj ) ; if( -1 != unitName.IndexOf( "Enemy_" ) ) m_EnemyGeneratedTable.Add( unitName ) ; } }
public void InsertEnemyGenerationTable( UnitGenerationData _AddGenData ) { m_EnemyGenerationTable.Insert( m_EnemyGenerationIndex , _AddGenData ) ; }
public void AddUnitGeneration( UnitGenerationData _AddData ) { if( -1 != _AddData.unitName.IndexOf( "Enemy_" ) ) { m_EnemyGenerationTable.Add( _AddData ) ; } else { m_UnitGenerationTable.Add( _AddData ) ; } }
private void TryLanunchMissile( UnitData unitData ) { if( false == m_MissileTimer.IsCountDownToZero() ) return ; #if DEBUG Debug.Log( "TryLanunchMissile" ) ; #endif Dictionary<string,NamedObject>.Enumerator e = m_Missile.GetEnumerator() ; while( e.MoveNext() ) { if( null == e.Current.Value.Obj ) { // Debug.Log( "null == e.Current.Value.Obj" ) ; Transform trans = this.gameObject.transform.FindChild( e.Current.Key ) ; if( null == trans ) continue ; GameObject swapnObj = trans.gameObject ; EnemyGenerator enemyGenerator = GlobalSingleton.GetEnemyGeneratorComponent() ; UnitGenerationData addData = new UnitGenerationData() ; addData.initPosition.Setup( swapnObj.transform.position ) ; addData.initOrientation = swapnObj.transform.rotation ; addData.raceName = unitData.m_RaceName ; addData.sideName = unitData.m_SideName ; addData.unitName = "Enemy_CylonBaseShipMissile" + ConstName.GenerateIterateString() ; addData.prefabName = "Template_CylonMissile01" ; addData.unitDataTemplateName = "UnitDataTemplate_CylonMissile09" ; addData.time = Time.timeSinceLevelLoad ; addData.supplementalVec.Add( "TargetName" , m_TargetUnit.Name ) ; addData.supplementalVec.Add( "ShockwaveDamage" , "30.0" ) ; addData.supplementalVec.Add( "DetectRange" , "10.0" ) ; // Debug.Log( "enemyGenerator.InsertEnemyGenerationTable()" ) ; enemyGenerator.InsertEnemyGenerationTable( addData ) ; e.Current.Value.Setup( addData.unitName , null ) ; break ; } } m_MissileTimer.Rewind() ; }
public UnitGenerationData( UnitGenerationData _src ) : base(_src) { time = _src.time ; }