//更新玩家血量 血量不足则死亡并删除 public void UpDatePlayerEnemyBlood(string acco, int blood, string Killer) { EmenyInfo ei = (EmenyInfo)_AIenemy[acco]; ei.SetBlood(blood, Killer); if (blood <= 0) { _AIenemy.Remove(acco); } }
//更新玩家状态 //(帐号,位置,朝向,是否射击,血量) public void UpDatePlayerEnemyPos(string acco, string pos) { //解析Pos string[] args1 = pos.Split(new char[] { ' ' }); EmenyInfo ei = (EmenyInfo)_AIenemy[acco]; string posx = args1[0]; string posy = args1[1]; string playerposx = args1[2]; string playerposy = args1[3]; ei.targetPos = new Vector3(Convert.ToInt32(posx), 0.0f, Convert.ToInt32(posy)); ei.PlayerPos = new Vector3(Convert.ToSingle(playerposy), 0.0f, -Convert.ToSingle(playerposx)); }
//增加敌人AI public bool AddEnemy(string name, string PosInfo) { if (!_AIenemy.Contains(name)) { string[] args1 = PosInfo.Split(new char[] { ' ' }); string posx = args1[0]; string posy = args1[1]; GameObject p = GameObject.Instantiate(mEnemy, new Vector3(Convert.ToInt32(posx), 0.1f, Convert.ToInt32(posy)), Quaternion.identity); p.name = name; p.transform.parent = Enemys.transform; EmenyInfo ei = p.GetComponent <EmenyInfo>(); ei.setName(name); p.tag = "enemy"; _AIenemy.Add(name, ei); return(true); } else { return(false); } }
public LineRenderer lineRender; //射线 private void Awake() { Instance = this; }