Пример #1
0
 void GetClass(string chosenClass)
 {
     if (chosenClass == "Heretic")
     {
         _className = GameObject.Find("GameManager").GetComponent <Heretic>();
     }
     //if (chosenClass == "Gunslinger")
     //    _className = GetComponent<Gunslinger>();
     //if (chosenClass == "Robomancer")
     //    _className = GetComponent<Robomancer>();
     //if (chosenClass == "Officer")
     //    _className = GetComponent<Officer>();
     //if (chosenClass == "Shadow")
     //    _className = GetComponent<Shadow>();
     //if (chosenClass == "EXO Specialist")
     //    _className = GetComponent<EXOSpecialist>();
 }
Пример #2
0
    //AI是长期组件,但是每回合只执行一次
    public override void Init(List <BasicEntity> entities)
    {
        turnNumber = StateStaticComponent.m_turneNumber;
        base.Init(entities);
        foreach (BasicEntity e in entities)
        {
            PropertyComponent propertyComp = (PropertyComponent)e.GetSpecicalComponent(ComponentType.Property);
            if (propertyComp.m_characterType == PropertyComponent.CharacterType.Heretic)
            {
                AIComponent aiComp = (AIComponent)e.GetSpecicalComponent(ComponentType.AI);
                aiComp.m_enemy       = new Heretic(e);
                aiComp.m_patrolPoint = propertyComp.m_patrolPoint;
                Heretic heretic = (Heretic)aiComp.m_enemy;
                heretic.m_events.AddEvent(AIComponent.Decision.Patrol);
                heretic.m_events.m_events [0].m_usingActionPoint = 0;
                PatrolDecision <Heretic> a = (PatrolDecision <Heretic>)heretic.m_decisions [AIComponent.Decision.Patrol];
                a.m_tmpHp = propertyComp.HP;


                continue;
            }
        }
    }