private void ActionSummonBiont() { switch (currentSummon) { case SummonPregress.Step1: { point1 = TriggerManager.Singleton.GetAITriggerByName("trigger_necromancer1"); if (null != point1) { point1.Active(); } } break; case SummonPregress.Step2: { point2 = TriggerManager.Singleton.GetAITriggerByName("trigger_necromancer2"); if (null != point2) { point2.Active(); } } break; case SummonPregress.Step3: { point3 = TriggerManager.Singleton.GetAITriggerByName("trigger_necromancer3"); if (null != point3) { point3.Active(); } } break; case SummonPregress.Step4: { point4 = TriggerManager.Singleton.GetAITriggerByName("trigger_necromancer4"); if (null != point4) { point4.Active(); } } break; case SummonPregress.Step5: { point5 = TriggerManager.Singleton.GetAITriggerByName("trigger_necromancer5"); if (null != point5) { point5.Active(); } } break; } }
/// <summary> /// 随机出生点 /// </summary> /// <returns></returns> public static BornPoint GetRandomBornPoint() { int n = allList.Count; MapGrid grid = null; List <MapGrid> tempList = null; while (tempList == null || tempList.Count < 6) { int m = Random.Range(0, n); grid = allList[m]; tempList = FindConnected6(grid); } //grid = MapManager.GetGrid(4, 15); //tempList = FindConnected6(grid); BornPoint bp = new BornPoint(); tempList.Add(grid); bp.grids = tempList; bp.pos = grid.transform.localPosition; return(bp); }
/// <summary> /// Set the index range for each trigger, including inactive triggers. /// </summary> public void InitTriggerIndexRange() { foreach (Transform t in this.transform) { BornPoint bp = t.GetComponent <BornPoint>(); Assertion.Check(bp != null); int startIndex, endIndex; LevelManager.Singleton.GetIndexRangeByTrigger(t.name, out startIndex, out endIndex); bp.StartEnemyIndex = startIndex; bp.EndEnemyIndex = endIndex; Debug.Log(string.Format("Trigger {0}, Start index = {1}, End index = {2}", bp.name, startIndex, endIndex)); if (startIndex < 0) { break; } } //validate triggers to make sure they are not looped ValidateTriggers(); }
public void Init() { List <Point> startPoints = GameManager.Instance.startPoints; for (int i = 0; i < startPoints.Count; i++) { GameObject start = new GameObject($"start{i}"); start.transform.parent = transform; start.transform.position = startPoints[i].CenterPos; BornPoint bornPoint = new BornPoint(start.transform, startPoints[i]); spawnPointDic.Add(i, bornPoint); } SetLevelMsg(); }
private void Start() { instance = this; bornpoints[0, 0] = new Vector3(0.0f, 0.0f, -1.0f); bornpoints[0, 1] = new Vector3(7.0f, 5.0f, -1.0f); bornpoints[0, 2] = new Vector3(7.0f, -5.0f, -1.0f); bornpoints[0, 3] = new Vector3(-7.0f, -5.0f, -1.0f); bornpoints[0, 4] = new Vector3(-7.0f, 5.0f, -1.0f); bornpoints[1, 0] = new Vector3(0.0f, 8.0f, -1.0f); bornpoints[1, 1] = new Vector3(8.0f, -8.0f, -1.0f); bornpoints[1, 2] = new Vector3(2.0f, -8.0f, -1.0f); bornpoints[1, 3] = new Vector3(-2.0f, -8.0f, -1.0f); bornpoints[1, 4] = new Vector3(-8.0f, -8.0f, -1.0f); }