Exemplo n.º 1
0
    void Start()
    {
        GameObject gamelevel = GameObject.Find("GameLevel");

        if (gamelevel)
        {
            GameLevelSet level = gamelevel.GetComponent <GameLevelSet>();
            if (level)
            {
                int levelnum;
                levelnum    = level.Level;
                m_droptime *= level.DropShereTime[levelnum];
            }
        }
        droptime = m_droptime;
        playeru  = GameObject.FindWithTag("Player").GetComponent <Unit>();
    }
Exemplo n.º 2
0
    public void Awake() //LevelSet
    {
        GameObject gamelevel = GameObject.Find("GameLevel");

        if (gamelevel)
        {
            GameLevelSet level = gamelevel.GetComponent <GameLevelSet>();
            if (level)
            {
                int levelnum;
                levelnum = level.Level;
                if (gameObject.layer == 10)
                {
                    if (levelnum < level.EnemyLife.Count)
                    {
                        Hp *= level.EnemyLife[levelnum];
                    }
                }
                if (gameObject.layer == 0)
                {
                    if (levelnum < level.PlayerLife.Count)
                    {
                        Hp = level.PlayerLife[levelnum];
                    }
                }
                if (GetComponent <playerfire>())
                {
                    playerfire m_playerfire = GetComponent <playerfire>();
                    m_playerfire.m_firetime   = level.PlayerFireTime[levelnum];
                    m_playerfire.m_ammonumber = level.PlayerAmmoCount[levelnum];
                    m_playerfire.m_reloadtime = level.PlayerReloadTime[levelnum];
                    ammoiscross                = level.PlayerAmmoIsCross[levelnum];
                    PlayerAmmoDamage           = level.PlayerAmmoDamage[levelnum];
                    m_playerfire.m_AddLifeTime = level.PlayerAddLifeTime[levelnum];
                }
                if (GetComponent <playerthrow>())
                {
                    playerthrow m_playerthrow = GetComponent <playerthrow>();
                    m_playerthrow.m_ammonumber = level.PlayerThrowCount[levelnum];
                    m_playerthrow.m_reloadtime = level.PlayerTrowReLoadTime[levelnum];
                }
            }
        }
    }
 // Update is called once per frame
 private void FixedUpdate()
 {
     if (m_AddLifeTime > 0 && GetComponent <Unit>().Hp > 0)
     {
         if (gamelevel && gamelevel.GetComponent <GameLevelSet>())
         {
             GameLevelSet gamelevelnum = gamelevel.GetComponent <GameLevelSet>();
             if (GetComponent <Unit>().Hp < gamelevelnum.PlayerLife[gamelevelnum.Level])
             {
                 if (addlifetime <= 0)
                 {
                     GetComponent <Unit>().Hp += m_AddLife;
                     addlifetime = m_AddLifeTime;
                 }
                 else
                 {
                     addlifetime -= Time.deltaTime;
                 }
             }
         }
     }
     if (pmove && GetComponent <Unit>().Hp > 0)
     {
         if (Input.GetButton("Fire1") && pmove.fire == true && anim.GetLayerWeight(1) != 0)
         {
             if (firetime <= 0 && m_ammonumber > 0)
             {
                 PlayerAttack();
                 firetime = m_firetime;
                 m_ammonumber--;
             }
             else
             {
                 firetime -= Time.deltaTime;
             }
         }
         if (pmove.miaozhun == true && anim.GetLayerWeight(1) != 0)
         {
             if (redray)
             {
                 redray.SetActive(true);
             }
         }
         else
         {
             if (redray)
             {
                 redray.SetActive(false);
             }
         }
         if (m_ammonumber <= 0)
         {
             if (cantfire == false)
             {
                 cantfire = !cantfire;
             }
             reload = true;
         }
         if (Input.GetKey(reloadkey) && m_ammonumber < ammonumber)
         {
             if (cantfire == false)
             {
                 cantfire = !cantfire;
             }
             reload = true;
         }
         if (reload)
         {
             reloadammo();
         }
     }
 }