Пример #1
0
 public void CreateRyu()
 {
     //load prefabs
     PFAlberto = Resources.Load <CAlberto>("Prefabs/PFAlberto");
     PFSlime   = Resources.Load <CEnemy>("Prefabs/PFSlime");
     PFBobby   = Resources.Load <CEnemy>("Prefabs/PFBobby");
 }
Пример #2
0
    // Use this for initialization
    void Start()
    {
        Debug.Log("CScenePlayGame.Start");

        mpUIPlayGame.SetScene(this);
        mpUIPlayGame.CreateMy();

        mpAlberto = Instantiate <CAlberto>(PFAlberto, Vector3.zero, Quaternion.identity);
        mpAlberto.SetScene(this);
        mpAlberto.CreateMy();


        mEnemyList = new List <CEnemy>();

        CEnemy tpEnemy = null;

        for (int i = 0; i < ENEMY_SLIME_COUNT; i++)
        {
            tpEnemy = Instantiate(PFSKeleton, new Vector3((3 + i * 0.5f), 0, 0), Quaternion.identity);
            tpEnemy.SetScene(this);
            tpEnemy.CreateMy();
            mEnemyList.Add(tpEnemy);
        }

        for (int i = 0; i < ENEMY_REDSLIME_COUNT; i++)
        {
            tpEnemy = Instantiate(PFRabbit, new Vector3(-(3 + i * 0.5f), 0, 0), Quaternion.identity);
            tpEnemy.SetScene(this);
            tpEnemy.CreateMy();
            mEnemyList.Add(tpEnemy);
        }
    }
Пример #3
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        CAlberto tAlberto = animator.GetComponentInParent <CAlberto>();

        if (CAlberto.STATE.ATTACK == tAlberto.GetState())
        {
            tAlberto.SetState(CAlberto.STATE.IDLE);
        }
    }
Пример #4
0
    // Use this for initialization
    void Start()
    {
        Invoke("StartBGMForPlayGame", 3.0f);

        mpAlberto   = Instantiate <CAlberto>(CMyGameDataMgr.GetInst().PFAlberto, new Vector3(0, 0, 0), Quaternion.identity);
        mpEnemyList = new List <CMyEnemy>();
        InvokeRepeating("DoCreateEnemy", 1.0f, 1.5f);

        mpUIPlayGame = GameObject.FindObjectOfType <CUIPlayGame>();
        mpUIPlayGame.SetScene(this);
    }
Пример #5
0
    // Use this for initialization
    void Start()
    {
        mpUIPlayGame = GameObject.FindObjectOfType <CUIPlayGame>();
        //findObjectOfType 하이어라키 상의 오브젝트를 불러옴
        mpUIPlayGame.SetScene(this);

        //mpAlberto = Instantiate<CAlberto>(PFAlberto, Vector3.zero, Quaternion.identity);
        //mpSlime = Instantiate<CEnemy>(PFSlime, Vector3.zero, Quaternion.identity);

        mpAlberto = Instantiate <CAlberto>(CRyuGameDataMgr.GetInst().PFAlberto, Vector3.zero, Quaternion.identity);
        mpSlime   = Instantiate <CEnemy>(CRyuGameDataMgr.GetInst().PFSlime, Vector3.zero, Quaternion.identity);
    }
Пример #6
0
    public void CreateRyu()
    {
        //load prefabs
        PFAlberto      = Resources.Load <CAlberto>("Prefabs/PFAlberto");
        PFSlime        = Resources.Load <CEnemy>("Prefabs/PFSlime");
        PFBobby        = Resources.Load <CEnemy>("Prefabs/PFBobby");
        PFEnemy_1      = Resources.Load <CEnemy_1>("Prefabs/PFEnemy_1");
        PFBulletSphere = Resources.Load <CBullet>("Prefabs/PFBulletSphere");

        CreateWithLanguageType();

        CreateWithStageData();
    }
Пример #7
0
    // Use this for initialization
    void Start()
    {
        mpUIPlayGame = GameObject.FindObjectOfType <CUIPlayGame>();
        //findObjectOfType 하이어라키 상의 오브젝트를 불러옴
        mpUIPlayGame.SetScene(this);

        mpAlberto = Instantiate <CAlberto>(CRyuGameDataMgr.GetInst().PFAlberto, Vector3.zero, Quaternion.identity);
        mpAlberto.CreateAni();
        mpAlberto.SetScene(this);

        //this.DoCreateEnemy();
        mEnemyList = new List <CEnemy>();

        InvokeRepeating("DoCreateEnemy", 0.0f, 1.0f);
    }
Пример #8
0
    public void Create_Game()
    {
        int ti     = 0;
        int tCount = 0;

        mpDxGameOver.CreateRyu();
        mpDxGameOver.SetScene(this);
        mpDxGameOver.Hide();

        mpUIPlayGame.SetScene(this);

        mpAlberto = null;
        mpAlberto = Instantiate <CAlberto>(PFAlberto, Vector3.zero, Quaternion.identity) as CAlberto;
        mpAlberto.CreateAni();
        mpAlberto.SetScene(this);

        CSlime  tpSlime  = null;
        CRabbit tpRabbit = null;

        mEnemyList = new List <CEnemy>();

        for (int i = 1; i < 10; i++)
        {
            tpSlime = null;
            tpSlime = Instantiate <CSlime>(PFSlime, Vector3.zero, Quaternion.identity) as CSlime;
            tpSlime.transform.position   = new Vector3(-3.0f * Mathf.Pow(-1, i) * i, 0.0f, 0.0f);
            tpSlime.transform.localScale = new Vector3(Mathf.Pow(-1, i), 1, 1);
            mEnemyList.Add(tpSlime);

            tpRabbit = null;
            tpRabbit = Instantiate <CRabbit>(PFRabbit, Vector3.zero, Quaternion.identity) as CRabbit;
            tpRabbit.transform.position   = new Vector3(-6.0f * Mathf.Pow(-1, i) * i, 0.0f, 0.0f);
            tpRabbit.transform.localScale = new Vector3(Mathf.Pow(-1, i), 1, 1);
            mEnemyList.Add(tpRabbit);
        }

        tCount = mEnemyList.Count;

        for (ti = 0; ti < tCount; ti++)
        {
            mEnemyList[ti].CreateAni();
            mEnemyList[ti].SetScene(this);

            //mListSlime[ti].SetAlberto(mpAlberto);
            mEnemyList[ti].SetAlive(true);
            mEnemyList[ti].Show();
        }
    }
Пример #9
0
    public void Create()
    {
        PFAlberto = Resources.Load<CAlberto>("Prefabs/PFAlberto");
        PFEnemy_0 = Resources.Load<CEnemy_0>("Prefabs/PFEnemy_0");
        PFEnemy_1 = Resources.Load<CEnemy_1>("Prefabs/PFEnemy_1");
        PFEnemy_2 = Resources.Load<CEnemy_2>("Prefabs/PFEnemy_2");
        PFBullet = Resources.Load<CBullet>("Prefabs/PFBullet");

        mCurrentStageIndex = 0;

        mStageList = new List<string>();
        mStageList.Add("CScenePlayGameGrid_0");
        mStageList.Add("CScenePlayGameGrid_1");
        mStageList.Add("CScenePlayGameGrid_2");

        CreateWithLanguageType();

        LoadDialogueData();
    }
Пример #10
0
 public void SetAlberto(CAlberto tpAlberto)
 {
     mpAlberto = tpAlberto;
 }