Exemplo n.º 1
0
    public static void EnemyFrozen(float speed)
    {
        //将不在同一维度的敌人冰封起来
        for (int i = 0; i < Master.bodyCollector.Count; i++)
        {
            humanBody tempBody = Master.bodyCollector[i];

            if (tempBody.GetComponent <AIController>() != null)   //为敌人
            {
                if (tempBody.tenetDirection == 0)
                {
                    tempBody.GetAnimator().SetFloat("Speed", speed);
                }
            }
        }
    }
Exemplo n.º 2
0
    public void CalculateEnemy()
    {
        Master.totalEnemyNum = 0;
        //统计敌人
        for (int i = 0; i < Master.bodyCollector.Count; i++)
        {
            humanBody tempBody = Master.bodyCollector[i];

            if (tempBody.GetComponent <AIController>() != null)
            {
                //表示有AI控件,所以是敌人,此时totalNum++
                if (Master.currentDirection == 1)
                {
                    if (tempBody.tenetDirection == Master.currentDirection)   //在正向时则被标记的反向敌人不算在敌人总数中
                    {
                        Master.totalEnemyNum++;
                    }
                }

                if (Master.currentDirection == 0)    //反向时所有敌人都添加
                {
                    Master.totalEnemyNum++;
                }
            }
        }

        //进入逆转门后每个dead为true的敌人都可以加killedNum;
        Master.killedEnemyNum = 0;

        if (Master.currentDirection == 1)
        {
            //正常时死亡的人数,当cd变为0时这个值变为固定值
            for (int i = 0; i < Master.bodyCollector.Count; i++)
            {
                humanBody tempBody = Master.bodyCollector[i];

                if (tempBody.GetComponent <AIController>() != null)   //为敌人
                {
                    if (tempBody.tenetDirection == 1)
                    {
                        if (tempBody.GetAnimator().GetBool("dead") == true)
                        {
                            Master.killedEnemyNum++;
                        }
                    }
                }
            }
        }

        if (Master.currentDirection == 0)
        {
            //逆转时死亡的人数
            for (int i = 0; i < Master.bodyCollector.Count; i++)
            {
                humanBody tempBody = Master.bodyCollector[i];

                if (tempBody.GetComponent <AIController>() != null)   //为敌人
                {
                    if (tempBody.tenetDirection == 0)
                    {
                        if (tempBody.GetAnimator().GetBool("dead") == true)
                        {
                            Master.killedEnemyNum++;
                        }
                    }
                }
            }
        }

        Master.killedEnemyNum += Master.stageKilliedNum;   //如果在逆转阶段则加上之前的数量


        //Debug.Log(Master.killedEnemyNum + " " + Master.totalEnemyNum);
    }