private void OnTriggerEnter2D(Collider2D collision) { if (state == BronyState.Slamming) { state = BronyState.Resting; restingTimer = restingTime; CameraShaker.Instance.ShakeOnce(7, 7, .5f, 1); color = (EnemyColor)Random.Range(1, 4); switch (color) { case EnemyColor.Green: spr.color = green; break; case EnemyColor.Purple: spr.color = purple; break; case EnemyColor.yellow: spr.color = yellow; break; case EnemyColor.Orange: spr.color = orange; break; } } if (collision.tag == "Player") { playerTransform.GetComponent <PlayerMovement>().Damage(); } }
void Changecolor() { EnemyColor e = new EnemyColor(); BulletColor b = new BulletColor(); e.sp.color = b.sp.color; }
// Use this for initialization void Start() { playerTransform = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); rb = GetComponent <Rigidbody2D>(); jumpTimer = jumpInterval; if (color == EnemyColor.None) { //TODO CHANGE TO 3 when yellow prefab is available color = (EnemyColor)Random.Range(1, 4); GameObject toSpawn = null; switch (color) { case EnemyColor.Green: toSpawn = greenPrefab; break; case EnemyColor.Purple: toSpawn = purplePrefab; break; case EnemyColor.yellow: toSpawn = yellowPrefab; break; case EnemyColor.Orange: toSpawn = orangePrefab; break; } Instantiate(toSpawn, transform); playPonySound(); } }
// 敵を食べて得点を得る void EatEnemy(Collision collision) { for (int i = 0; i < (int)EnemyColor.max; ++i) { EnemyColor mEnemyColor = (EnemyColor)i; if (collision.gameObject.CompareTag(mEnemyColor.ToString())) { if (oldEnemyColor == mEnemyColor) { ++combo; score.Add(addScore * combo); } else { oldEnemyColor = mEnemyColor; combo = 1; score.Add(addScore); } ++totalEatNum; GetComponent <AudioSource>().PlayOneShot(GetComponent <Sound>().GetSE(2)); Debug.Log(mEnemyColor.ToString() + "と接触"); // Destroy(collision.gameObject); } } Debug.Log(combo + "コンボ"); Debug.Log("敵を食べた数:" + totalEatNum); }
public void FireFire(EnemyColor color) { lastColor = color; animator.SetTrigger("Shoot"); firePushTimer = firePushTime; playGuitarSound(); }
public Sprite Random(EnemyColor color) { int index = (int)UnityEngine.Random.Range( 0, spritesByColor[color].Length); return GetSprite(color, index); }
public Enemy(EnemyType eType, Texture2D texture, EnemyColor eColor) { type = eType; color = eColor; sprite = texture; getStatsForType(type); base.Initialize(); }
public EnemyModel(int health, float force, float torque, BulletVariants bulletVariants, EnemyColor tankColor) { Health = health; Force = force; Torque = torque; BulletVariants = bulletVariants; TankColor = tankColor; //Debug.Log("Health is " + Health); }
private void SpawnRandomAsteroid(EnemyType eType) { int color = rand.Next(0, 4); EnemyColor eColor = EnemyColor.NONE; switch (color) { case 0: eColor = EnemyColor.RED; break; case 1: eColor = EnemyColor.BLUE; break; case 2: eColor = EnemyColor.GREEN; break; case 3: eColor = EnemyColor.PURPLE; break; case 4: eColor = EnemyColor.PINK; break; } Enemy enemy = new Enemy(eType, enemyTextures[eType.ToString() + "_" + eColor.ToString()], eColor); int direction = rand.Next(0, 3); // Generate a number 0 - 3 [0, 1, 2, 3] to determine what side to spawn on. switch (direction) { case 0: // Top enemy.Position = new Vector2(rand.Next(100, ActionScreen.background.Width - 100), 100); break; case 1: // Bottom enemy.Position = new Vector2(rand.Next(100, ActionScreen.background.Width - 100), ActionScreen.background.Height - 100); break; case 2: // Left enemy.Position = new Vector2(100, rand.Next(100, ActionScreen.background.Height - 100)); break; case 3: // Right enemy.Position = new Vector2(rand.Next(ActionScreen.background.Width + 50, ActionScreen.background.Width - 50), rand.Next(-50, ActionScreen.background.Height + 50)); break; } enemy.Velocity += new Vector2(rand.Next(-enemy.Speed, enemy.Speed), rand.Next(-enemy.Speed, enemy.Speed)); enemy.Transformation = Matrix.CreateTranslation(new Vector3(-enemy.Center, 0.0f)) * // Matrix.CreateScale(block.Scale) * would go here Matrix.CreateRotationZ(enemy.Angle) * Matrix.CreateTranslation(new Vector3(enemy.Position, 0.0f)); enemies.Add(enemy); ParticleManager.particleEffects["WarpIn"].Trigger(enemy.Position); }
public GameObject GetParticles(EnemyColor _key) { GameObject temp = null; if (particlesDictionary.TryGetValue(_key, out temp)) { return(temp); } else { return(null); } }
public Color GetColor(EnemyColor _key) { Color temp = Color.white; if (colorDictionary.TryGetValue(_key, out temp)) { return(temp); } else { return(Color.white); } }
public void SetColor(EnemyColor color) { if (this.level == null) { this.level = new EnemyLevel(color); } else if (color > EnemyColor.RED) { color = EnemyColor.RED; } else { this.level.Color = color; } isSpecial = level.Color.Equals(EnemyColor.RED); }
void SetMiddleEnemyStats() { //FIXME : temporary color. enemyColor = EnemyColor.Red; enemySprite = redMiddle; maxHp = 3; currentHp = maxHp; numberOfAttackDice = 3; speciesOfAttackDice = BDice.Species.Four; numberOfDefenseDice = 3; speciesOfDefenseDice = BDice.Species.Four; numberOfMoveDice = 0; speciesOfMoveDice = BDice.Species.Six; }
void SetSmallestEnemyStats() { //FIXME : temporary color. enemyColor = EnemyColor.Red; enemySprite = redSmallest; maxHp = 2; currentHp = maxHp; numberOfAttackDice = 2; speciesOfAttackDice = BDice.Species.Four; numberOfDefenseDice = 2; speciesOfDefenseDice = BDice.Species.Four; numberOfMoveDice = 1; speciesOfMoveDice = BDice.Species.Six; }
private void SpawnSpinnerGroup(int size) { //List<Enemy> group = new List<Enemy>(); EnemyColor color_ = EnemyColor.NONE; int direction = rand.Next(0, 3); // Generate a number 0 - 3 [0, 1, 2, 3] to determine what side to spawn on. for (int i = 0; i < 15; i++) { Enemy enemy; if (size == 0) // small { color_ = EnemyColor.PINK; enemy = new Enemy(EnemyType.SMALL_SPINNER, enemyTextures[EnemyType.SMALL_SPINNER.ToString() + "_" + color_.ToString()], color_); } else { color_ = EnemyColor.BLUE; enemy = new Enemy(EnemyType.LARGE_SPINNER, enemyTextures[EnemyType.SMALL_SPINNER.ToString() + "_" + color_.ToString()], color_); } switch (direction) { case 0: // Top enemy.Position = new Vector2(rand.Next(50, ActionScreen.background.Width - 50), 50); enemy.VY += enemy.Speed; break; case 1: // Bottom enemy.Position = new Vector2(rand.Next(50, ActionScreen.background.Width - 50), ActionScreen.background.Height - 50); enemy.VY -= enemy.Speed; break; case 2: // Left enemy.Position = new Vector2(100, rand.Next(50, ActionScreen.background.Height - 50)); enemy.VX += enemy.Speed; break; case 3: // Right enemy.Position = new Vector2(rand.Next(ActionScreen.background.Width + 50, ActionScreen.background.Width - 50), rand.Next(-50, ActionScreen.background.Height + 50)); enemy.VX -= enemy.Speed; break; } enemies.Add(enemy); } }
public void SetRandomEnemy(GameObject newEnemy, int maxLevel) { int randomValue = Random.Range(0, maxLevel); EnemyColor color = (EnemyColor)randomValue; string colorStr = color.ToString() + "_"; if ((int)color == 0) { colorStr = ""; } EnemySize size = (EnemySize)Random.Range(0, 6); string enemySize = size.ToString(); string spriteName = colorStr + enemySize; newEnemy.GetComponent <SpriteRenderer>().sprite = findEnemySpriteByName(spriteName.ToLower()); newEnemy.GetComponent <EnemyController>().SetColor(color); newEnemy.GetComponent <EnemyController>().SetSize(size); }
public static int GetScoreByColor(EnemyColor enemyColor) { switch (enemyColor) { case EnemyColor.GRAY: return(100); case EnemyColor.YELLOW: return(200); case EnemyColor.GREEN: return(300); case EnemyColor.RED: return(400); default: return(0); } }
public void ChangeColor(BasicEnemy.EnemyColor newColor) { color = newColor; Material mat = null; switch (color) { case EnemyColor.red: mat = redMat; break; case EnemyColor.green: mat = greenMat; break; case EnemyColor.blue: mat = blueMat; break; } ColorThings.material = mat; }
private void ApplyMaterial(EnemyColor tankColor, EnemyView enemyView) { Material material = null; switch (tankColor) { case EnemyColor.GOLDEN: material = materialName[0]; break; case EnemyColor.SILVER: material = materialName[1]; break; case EnemyColor.YELLOW: material = materialName[2]; break; } for (int i = 0; i < enemyView.transform.GetChild(0).childCount; i++) { enemyView.transform.GetChild(0).GetChild(i).GetComponent <MeshRenderer>().material = material; } }
private void Start() { color = (EnemyColor)Random.Range(0, 3); switch (color) { case EnemyColor.Magenta: col = Color.magenta; break; case EnemyColor.Green: col = Color.green; break; case EnemyColor.Cyan: col = Color.cyan; break; default: break; } GetComponent <SpriteRenderer>().color = col; }
public void ChooseColor() { int randInt = UnityEngine.Random.Range(0, 3); chosenColor = (EnemyColor)randInt; switch (chosenColor) { case EnemyColor.Magenta: col = Color.magenta; break; case EnemyColor.Green: col = Color.green; break; case EnemyColor.Cyan: col = Color.cyan; break; default: break; } enemyImage.color = col; }
private void Update() { if (playerTransform.position.x < transform.position.x) { spr.flipX = true; } else { spr.flipX = false; } if (actvated) { if (audioTimer <= 0) { audioSource.PlayOneShot(bronySounds[Random.Range(0, bronySounds.Count - 1)]); audioTimer = audioInterval; } else { audioTimer -= Time.deltaTime; } if (state == BronyState.Seeking) { float distanceToPlayer = Vector2.Distance(transform.position, playerTransform.position); rb.MovePosition(transform.position + (playerTransform.position - transform.position).normalized * speed * Time.deltaTime); if (distanceToPlayer <= distanceToSlam) { state = BronyState.Elevating; rb.gravityScale = 0; } } if (state == BronyState.Elevating) { transform.position = Vector3.Lerp(transform.position, new Vector3(transform.position.x, slamHeight), slamRaiseSpeed); if (Vector2.Distance(transform.position, new Vector2(transform.position.x, slamHeight)) < .1f) { state = BronyState.Hovering; } } if (state == BronyState.Hovering) { if (playerTarget == Vector2.zero) { playerTarget = new Vector2(playerTransform.position.x, slamHeight); } transform.position = Vector2.Lerp(transform.position, playerTarget, slamRaiseSpeed); if (Vector2.Distance(transform.position, playerTarget) < .1f) { playerTarget = Vector2.zero; state = BronyState.Slamming; } } if (state == BronyState.Slamming) { rb.gravityScale = 1; rb.AddForce(new Vector2(0, -1) * slamSpeed); } if (state == BronyState.Resting) { if (restingTimer <= 0) { state = BronyState.Seeking; spr.color = Color.white; color = EnemyColor.None; } else { restingTimer -= Time.deltaTime; } } } }
public Sprite GetSprite(EnemyColor color, int index) { return spritesByColor[color][index]; }
public EnemyLevel(EnemyColor color) { this.Color = color; this.startColor = color; }
string EnemyColorName(EnemyColor color) { return colorNames[(int)color]; }
Sprite[] LoadByColor(EnemyColor enemyColor) { string path = "Sprites/Enemies/" + EnemyColorName(enemyColor); return Resources.LoadAll<Sprite>(path); }
public bool isRound;/// 是否处于出牌阶段 public Enemy(EnemyType enemyType, EnemyColor enemyColor) : base(600, 10) { this.enemyType = enemyType; this.enemyColor = enemyColor; cardManager = new EnemyCardManager(); }