public AbstractAI(Bot bot, MapPattern pattern) { this.Bot = bot; this.Pattern = pattern; this.Summoner = new Summoner(bot); this.Side = Pattern.GetSide(); }
public AIHowlingAbyss(Bot bot, MapPattern pattern) : base(bot, pattern) { }
public AITFT(Bot bot, MapPattern pattern) : base(bot, pattern) { }
public void Set_Manager(GameManager gamemanager) //Awake에 해당한다. 시작시 호출 { this.GameManager = gamemanager; PlayerManager = GameManager.PlayerManager; //게임 매니저로 부터 Manager를 받아온다 CameraManager = GameManager.CameraManager; ShadowCast = new ShadowCast(this); //전장의 안개 A_Star = new A_Star(this); //A*알고리즘 MapPattern = new MapPattern(this); //맵 패턴 함수 MapHightLight.Set_Map(this); Tile_Event.Set_Map(this); VisibleOctants = new List <int>() { 1, 2, 3, 4, 5, 6, 7, 8 }; Map_Gimmick_List = new List <GameObject>(); Pooling_Count = 15; Tiles = new Tile_Obj[Pooling_Count, Pooling_Count]; MapSize = 64; VisualRange = 5; roomMin = 6; roomMax = 13; if (GameManager.Get_GameData() != null) //게임 데이터가 있을때 Load 해준다 { } else //게임 데이터가 없을때 시작 { Current_Stage = 1; MapData = new Tile[MapSize + 1, MapSize + 1]; RoomData_List = new List <RoomData>(); BuildMap(); //맵 정보 생성 } for (int i = 0; i < Pooling_Count; i++) //풀링 Object 할당 { for (int j = 0; j < Pooling_Count; j++) { Tiles[i, j] = Tile_Objs.transform.GetChild(Get_Array_Count(i, j)).GetComponent <Tile_Obj>(); Tiles[i, j].Set_Tile(this, new Array_Index(i, j)); } } //while(GetTile(6, 6).Tile_Sort.TileBase == eTileBase.NULL || // GetTile(57, 57).Tile_Sort.TileBase == eTileBase.NULL || // GetTile(6, 6).Tile_Sort.TileObject == eTileObject.WALL || // GetTile(57, 57).Tile_Sort.TileObject == eTileObject.WALL) //{ // MapData = new Tile[MapSize + 1, MapSize + 1]; // BuildMap(); //} //Update_TT(); Update_Sight(); Update_Tiles(); //맵 정보를 기반으로 Tile 업데이트 MapTarget.Set_Map(this); //link(); }