Пример #1
0
        public AbilityUpdater()
        {
            sleeper            = new Sleeper();
            allyAbilitiesData  = new AllyAbilities();
            enemyAbilitiesData = new EnemyAbilities();

            Game.OnUpdate += OnUpdate;
            ObjectManager.OnRemoveEntity += OnRemoveEntity;
        }
    // Use this for initialization
    void Awake()
    {
        stateMan  = GetComponent <EnemyStateManager>();
        aimIk     = GetComponent <AimIK>();
        equipMan  = GetComponent <EnemyEquipmentManager>();
        abilities = GetComponent <EnemyAbilities>();

        //条件を否定
        ignoreMask = ~ignoreMask;
    }
Пример #3
0
        public AbilityUpdater()
        {
            allyAbilitiesData  = new AllyAbilities();
            enemyAbilitiesData = new EnemyAbilities();

            Menu.UsableAbilities.AddAbility(AbilityNames.GoldSpender, AbilityType.Counter, false);

            Debugger.WriteLine("* Evader =>");
            Debugger.WriteLine("* Total abilities countered: " + enemyAbilitiesData.EvadableAbilities.Count);
            Debugger.WriteLine("* Total usable blink abilities: " + allyAbilitiesData.BlinkAbilities.Count);
            Debugger.WriteLine("* Total usable counter abilities: " + allyAbilitiesData.CounterAbilities.Count);
            Debugger.WriteLine("* Total usable disable abilities: " + allyAbilitiesData.DisableAbilities.Count);

            UpdateManager.BeginInvoke(OnUpdate);
            ObjectManager.OnRemoveEntity += OnRemoveEntity;
            Entity.OnInt64PropertyChange += EntityOnOnInt64PropertyChange;
        }
Пример #4
0
        public AbilityUpdater()
        {
            sleeper = new Sleeper();
            allyAbilitiesData = new AllyAbilities();
            enemyAbilitiesData = new EnemyAbilities();

            Menu.UsableAbilities.AddAbility(AbilityNames.GoldSpender, AbilityType.Counter);
            GoldSpender = new GoldSpender();

            Debugger.WriteLine("* Evader =>");
            Debugger.WriteLine("* Total abilities countered: " + enemyAbilitiesData.EvadableAbilities.Count);
            Debugger.WriteLine("* Total usable blink abilities: " + allyAbilitiesData.BlinkAbilities.Count);
            Debugger.WriteLine("* Total usable counter abilities: " + allyAbilitiesData.CounterAbilities.Count);
            Debugger.WriteLine("* Total usable disable abilities: " + allyAbilitiesData.DisableAbilities.Count);

            sleeper.Sleep(1000);

            GameDispatcher.OnUpdate += OnUpdate;
            ObjectManager.OnRemoveEntity += OnRemoveEntity;
        }
Пример #5
0
    private void Start()
    {
        if (AggroTrigger == null)
        {
            enemyActive = false;
            return;
        }

        enemyAbilities = GetComponent <EnemyAbilities>();
        triggerRange   = AggroTrigger.GetComponent <SphereCollider>().radius;
        _abilities     = enemyAbilities.GetAbilities();

        agent = GetComponent <NavMeshAgent>();

        OnAggro += OnAggroEnter;
        AggroTrigger.SetDelegate(OnAggro);

        _playersInside = new List <Aggro>();

        StartCoroutine(ManageAggro());
    }
Пример #6
0
 // Use this for initialization
 private void Awake()
 {
     equipMan  = GetComponent <EnemyEquipmentManager>();
     abilities = GetComponent <EnemyAbilities>();
     stateMan  = GetComponent <EnemyStateManager>();
 }