//<===EnemyUnitSummon_Body===> void EnemyUnitSummon(UnitSummonInfo info, float summoncount) { for (int i = 0; i < summoncount; i++) { CreateEnemySoldier(info); } }
void CreateBaseEnemy(UnitSummonInfo info) { _CopySummonCount++; if (_CopySummonCount >= 2) { _CopySummonCount = 0; CreateEnemySoldier(info); } }
public void CreateEnemySoldier(UnitSummonInfo info) { string unitname = info.GetUnitName(); float hp = _EnemyInfoMng._StageEnemySoldierHP[_NowStageNumber - 1] * _UnitHpPer[unitname]; float dmg = _EnemyInfoMng._StageEnemySoldierDmg[_NowStageNumber - 1] * _UnitDmgPer[unitname]; if (!_NowStageIsNormal) { hp = _EnemyInfoMng._StageEnemySoldierHP[60] * _CHALLANGEMODE; dmg = _EnemyInfoMng._StageEnemySoldierDmg[60] * _CHALLANGEMODE; } GameObject obj = null; switch (unitname)//1 = 목검 2 = 카타나 3 = 조총 { case "woodsword": obj = Instantiate(_EnemySoldier_WoodSoldier, _GroundObj.transform); break; case "katana": obj = Instantiate(_EnemySoldier_Katana, _GroundObj.transform); break; case "spear": obj = Instantiate(_EnemySoldier_Spear, _GroundObj.transform); break; case "arrow": obj = Instantiate(_EnemySoldier_Arrow, _GroundObj.transform); break; case "rifle": obj = Instantiate(_EnemySoldier_Rifle, _GroundObj.transform); break; case "gkatana": obj = Instantiate(_EnemySoldier_GKatana, _GroundObj.transform); break; case "gspear": obj = Instantiate(_EnemySoldier_GSpear, _GroundObj.transform); break; } Debug.Log(unitname); obj.transform.localPosition = SoldierSummonRandonPos(_EnemyUnitCreatePoint.transform.localPosition.x); UnitMng.Data.AddEnemyUnit(obj.GetComponent <EnemySoldier>(), hp, dmg, "enemysoldier_" + unitname); }