// Use this for initialization void Start() { nowPlayerLife = curplayerLife; finish.SetActive(false); initialPanel.SetActive(true); maxplayerLife = curplayerLife; enemyArray = new GameObject[30]; dest = transform.position; flag = false; isInitial = false; at_mode = attackMode.basic_attack; original_color = gameObject.GetComponent <Renderer> ().material.color; turningRed = false; canMultiple = false; var objectsn = GameObject.FindObjectsOfType(typeof(GameObject)); for (int i = 0; i < objectsn.Length; i++) { if (objectsn [i].name.Length == 7 && objectsn [i].name [0] == 'E' && objectsn [i].name [1] == 'n' && objectsn [i].name [2] == 'e' && objectsn [i].name [3] == 'm' && objectsn [i].name [4] == 'y') { int tmp = (objectsn [i].name [5] - '0') * 10 + (objectsn [i].name [6] - '0'); enemyArray [tmp] = (GameObject)objectsn [i]; Array_size++; } } }
public void setMultiple_attack() { if (at_mode != attackMode.longDis_attack) { at_mode = attackMode.multiple_attack; } }
void Fire(attackMode mode) { if (mode.ToString() == "normalShot") { normalShot(); } else if (mode.ToString() == "gunShot") { gunShot(); } else if (mode.ToString() == "roundShot") { roundShot(); } }
public void setBasic_attack() { at_mode = attackMode.basic_attack; atckMode = 0; }
public void setDis_attack() { at_mode = attackMode.longDis_attack; atckMode = 3; }