Пример #1
0
    // 적을 펑하고 스폰한다(Action, 게스트용).
    public void             create_enemy_internal_pedigree(string pedigree)
    {
        // 등록된 적 중에서 랜덤하게 선택.

        do
        {
            string[] tokens = pedigree.Split('.');

            if (tokens.Length < 3)
            {
                break;
            }

            string enemy_name = tokens[0] + "." + tokens[1];

            if (!System.Enum.IsDefined(typeof(Enemy.BEHAVE_KIND), tokens[2]))
            {
                break;
            }

            Enemy.BEHAVE_KIND behave = (Enemy.BEHAVE_KIND)System.Enum.Parse(typeof(Enemy.BEHAVE_KIND), tokens[2]);

            chrBehaviorEnemy enemy = LevelControl.get().createCurrentRoomEnemy <chrBehaviorEnemy>(enemy_name);

            if (enemy == null)
            {
                break;
            }

            enemy.name = enemy_name;
            enemy.setBehaveKind(behave, null);
            enemy.beginSpawn(this.transform.position + Vector3.up * 3.0f, this.transform.forward);
        } while(false);
    }
Пример #2
0
    // AI의 종류(행동 패턴)을 설정한다.
    public void             setBehaveKind(Enemy.BEHAVE_KIND behave_kind, Character.ActionBase.DescBase desc_base = null)
    {
        Character.ActionBase unique_action = null;

        switch (behave_kind)
        {
        default:
        case Enemy.BEHAVE_KIND.BOTTACHI:                unique_action = new Character.BottachiAction();                 break;

        case Enemy.BEHAVE_KIND.OUFUKU:                  unique_action = new Character.OufukuAction();                   break;

        case Enemy.BEHAVE_KIND.UROURO:                  unique_action = new Character.UroUroAction();                   break;

        case Enemy.BEHAVE_KIND.TOTUGEKI:                unique_action = new Character.TotugekiAction();                 break;

        case Enemy.BEHAVE_KIND.SONOBA_DE_FIRE:  unique_action = new Character.SonobaDeFireAction();             break;

        case Enemy.BEHAVE_KIND.WARP_DE_FIRE:    unique_action = new Character.WarpDeFireAction();               break;

        case Enemy.BEHAVE_KIND.JUMBO:                   unique_action = new Character.JumboAction();                    break;

        case Enemy.BEHAVE_KIND.GOROGORO:                unique_action = new Character.GoroGoroAction();                 break;
        }

        if (unique_action != null)
        {
            if (desc_base == null)
            {
                desc_base = new Character.ActionBase.DescBase();
            }

            this.behave_kind = behave_kind;

            this.unique_action = unique_action;
            this.unique_action.create(this, desc_base);

            this.basic_action.unique_action = this.unique_action;
        }
    }
Пример #3
0
	// AI의 종류(행동 패턴)을 설정한다.
	public void		setBehaveKind(Enemy.BEHAVE_KIND behave_kind, Character.ActionBase.DescBase desc_base = null)
	{
		Character.ActionBase	unique_action = null;

		switch(behave_kind) {

			default:
			case Enemy.BEHAVE_KIND.BOTTACHI:		unique_action = new Character.BottachiAction();			break;
			case Enemy.BEHAVE_KIND.OUFUKU:			unique_action = new Character.OufukuAction();			break;
			case Enemy.BEHAVE_KIND.UROURO:			unique_action = new Character.UroUroAction();			break;
			case Enemy.BEHAVE_KIND.TOTUGEKI:		unique_action = new Character.TotugekiAction();			break;
			case Enemy.BEHAVE_KIND.SONOBA_DE_FIRE:	unique_action = new Character.SonobaDeFireAction();		break;
			case Enemy.BEHAVE_KIND.WARP_DE_FIRE:	unique_action = new Character.WarpDeFireAction();		break;
			case Enemy.BEHAVE_KIND.JUMBO:			unique_action = new Character.JumboAction();			break;
			case Enemy.BEHAVE_KIND.GOROGORO:		unique_action = new Character.GoroGoroAction();			break;
		}

		if(unique_action != null) {

			if(desc_base == null) {

				desc_base = new Character.ActionBase.DescBase();
			}

			this.behave_kind = behave_kind;

			this.unique_action = unique_action;
			this.unique_action.create(this, desc_base);

			this.basic_action.unique_action = this.unique_action;
		}
	}