Exemplo n.º 1
0
    public void MoveFromPartyToReserve(ECharacters eChar)
    {
        Assert.IsTrue(m_listECurrentChars.Contains(eChar));
        Assert.IsFalse(m_listEReserveChars.Contains(eChar));

        m_listECurrentChars.Remove(eChar);
        m_listEReserveChars.Add(eChar);
    }
Exemplo n.º 2
0
    public BaseCharacter InstantiateCharacter(ECharacters instanceType, Vector2 pos, int groupNumber)
    {
        BaseCharacter outCharacter = Instantiate(Resources.Load <BaseCharacter>(m_instanceHandlerDic[instanceType].Path), pos, Quaternion.identity);

        // Selection StateMachine
        BaseState idle = null, attack = null, move = null, death = null, chase = null;

        switch (m_instanceHandlerDic[instanceType].IdleState)
        {
        case 0: idle = new Idle_Player(outCharacter); break;

        case 1: idle = new Idle_Enermy(outCharacter); break;
        }
        switch (m_instanceHandlerDic[instanceType].AttackState)
        {
        case 0: attack = new Attack_Player(outCharacter); break;

        case 1: attack = new Attack_ChaseAttack(outCharacter); break;

        case 2: attack = new Attack_SkillAttack(outCharacter); break;
        }
        switch (m_instanceHandlerDic[instanceType].MoveState)
        {
        case 0: move = new Move_Player(outCharacter); break;

        case 1: move = new Move_Enermy(outCharacter); break;
        }
        switch (m_instanceHandlerDic[instanceType].DeathState)
        {
        case 0: death = new Death_Default(outCharacter); break;
        }
        switch (m_instanceHandlerDic[instanceType].ChaseState)
        {
        case 1: chase = new Chase_Enermy(outCharacter); break;

        default: break;
        }

        outCharacter.Init(groupNumber, m_instanceHandlerDic[instanceType].AgentDensity, m_instanceHandlerDic[instanceType].Stat, idle, attack, move, death, chase);
        return(outCharacter);
    }