Пример #1
0
            private void EnemyTypeSetting()
            {
                //활성화 시킬 적의 타입을 확인
                switch (enemyType)
                {
                case EnemyType.zombie:
                    obj = pool.GetObjPool(pool.nZombieMax, pool.ZombieList);
                    break;

                case EnemyType.SdZombie:
                    obj = pool.GetObjPool(pool.nSdZombieMax, pool.sdZombieList);
                    break;
                }
            }
Пример #2
0
            void GreadeAttack()
            {
                GameObject obj = pooling.GetObjPool(pooling.nGrenadeMax, pooling.GrenadeList);

                if (obj != null)
                {
                    obj.transform.position = grenadePosTr.position;
                    obj.transform.rotation = grenadePosTr.rotation;
                    obj.SetActive(true);

                    obj.GetComponent <Rigidbody>().AddForce(obj.transform.forward * 10, ForceMode.Impulse);
                }
            }
Пример #3
0
            /// <summary>
            /// 데미지 수치  UI 출력
            /// </summary>
            /// <typeparam name="T"></typeparam>
            /// <param name="target"></param>
            /// <param name="dmg"></param>
            private void DmgValUI <T>(Transform target, T dmg)
            {
                GameObject obj = pool.GetObjPool(pool.DmgUICount, pool.DmgUIList);

                if (obj != null)
                {
                    obj.transform.position = new Vector3(target.position.x, target.position.y + 1, target.position.z);
                    obj.transform.LookAt(new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, Camera.main.transform.position.z)); //카메라를 바라본다

                    obj.SetActive(true);

                    DmgValUI ui = obj.GetComponent <DmgValUI>();
                    if (ui != null)
                    {
                        StartCoroutine(ui.DmageValueUI(dmg));
                    }
                }
            }