Пример #1
0
    private void addMonster(Vector3 pPos, bool isMonster)
    {
        if (isMonster == false)
        {
            pPos.x += 0.2f;
            pPos.z += 0.2f;
        }

        GameObject tmpMonster = Instantiate(monsterPrefab, pPos, Quaternion.identity, monsterManagerTrans);

        tmpMonster.name = "monster_" + monsterID.ToString();
        monsterID++;

        roleProperty tmpPro = tmpMonster.GetComponent <roleProperty>();


        if (isMonster)
        {
            tmpPro.InitData(camerTransform, canvasTransform, 0);
            CapsuleCollider tmpColl = tmpMonster.GetComponent <CapsuleCollider>();
            //tmpColl.isTrigger = true;
            tmpMonster.AddComponent <monsterNormalAI>();
        }
        else
        {
            tmpPro.InitData(camerTransform, canvasTransform, 1);
            followRole tmpFollow = tmpMonster.AddComponent <followRole>();
            //tmpFollow.mainObj = friendRole;
            friendRole = tmpMonster;
        }

        //go.GetComponent<MeshRenderer>().material = material;
        //go.name = roomName + nameIndex.ToString() + "_" + placeIndex.ToString();
    }
Пример #2
0
    public void initData(Transform pCameraTransform, Transform pRoleTranform, Vector3 pPos, Canvas pCanvas)
    {
        App.Game.character = this;
        mainRoleState      = new RoleStateMgr();
        mainRoleState.initData(roleInstance);
        mainRoleState.setJumpTime(csJumpUpTime * 2);

        jumpCheck = roleInstance.transform.GetComponent <jumpColider>();
        jumpCheck.jumpDownOver = jumpDownOver;
        jumpCheck.isUse        = false;

        rolePosCamer = new RolePosAndCamerMgr();
        rolePosCamer.initData(roleInstance, pCameraTransform, pRoleTranform, pPos, pCanvas);

        mainPro = roleInstance.transform.GetComponent <roleProperty>();
        mainPro.InitData(pCameraTransform, pCanvas.transform);

        //计算跳跃的加速度
        //s=0.5*a*t*t  a= s/0.5/t/t
        jumpA = csJumpHeightMax / 0.5f / csJumpUpTime / csJumpUpTime;

        updateGravity();
        // setJumpDownRigidBody();
        // test();
        //testGrav();
        sceneAlpha    = null;
        attackMonster = null;

        isStart = true;

        roleIsAttack = false;
        roleIsEscape = false;
        roleIsDie    = false;
    }
Пример #3
0
    // Start is called before the first frame update
    void Start()
    {
        addRolePro(roleTransform.gameObject);

        roleProperty tmpPro = roleTransform.GetComponent <roleProperty>();

        tmpPro.InitData(CamerTransform, CanvasTransform);

        tmpPro.showUI();
    }
Пример #4
0
    private void addMonster(Vector3 pPos, bool isMonster)
    {
        if (isMonster == false)
        {
            pPos.x += 0.2f;
            pPos.z += 0.2f;
        }
        int    roleID = LevMonsterTab.getRandomMonsterID();
        string strPre = RoleInfoTable.GetPrefab(roleID);
        Object tmpPre = Resources.Load("Prefab/Model/" + strPre);

        if (tmpPre == null)
        {
            Debug.LogError("role prefab not find roleID:" + roleID.ToString());
        }


        GameObject tmpMonster = GameObject.Instantiate(tmpPre, pPos, Quaternion.identity, monsterManagerTrans) as GameObject;

        tmpMonster.name = "monster_" + monsterID.ToString();
        monsterID++;

        GameObjCommon.skinUpdate(roleID, tmpMonster.transform);
        setMonsterTagLayer(tmpMonster);
        addRigidbody(tmpMonster);
        //addMonsterColliderCode(tmpMonster);
        //addAniControl(tmpMonster);
        tmpMonster.AddComponent <monsterCollider>();
        tmpMonster.AddComponent <modelAnimatorControl>();

        roleProperty tmpPro = addRolePro(tmpMonster, roleID);

        if (isMonster)
        {
            tmpPro.InitData(camerTransform, canvasTransform, 0);
            CapsuleCollider tmpColl = tmpMonster.GetComponent <CapsuleCollider>();
            //tmpColl.isTrigger = true;
            tmpMonster.AddComponent <monsterNormalAI>();
        }

        /*
         * else
         * {
         *  tmpPro.InitData(camerTransform, canvasTransform, 1);
         *  followRole tmpFollow = tmpMonster.AddComponent<followRole>();
         *  //tmpFollow.mainObj = friendRole;
         *  friendRole = tmpMonster;
         * }
         */
        //go.GetComponent<MeshRenderer>().material = material;
        //go.name = roomName + nameIndex.ToString() + "_" + placeIndex.ToString();
    }
Пример #5
0
    private void addMonster(Vector3 pPos)
    {
        GameObject go = Instantiate(monsterPrefab, pPos, Quaternion.identity, monsterManagerTrans);

        go.name = "monster_" + monsterID.ToString();
        monsterID++;

        roleProperty tmpPro = go.GetComponent <roleProperty>();

        tmpPro.InitData(camerTransform, canvasTransform);

        //go.GetComponent<MeshRenderer>().material = material;
        //go.name = roomName + nameIndex.ToString() + "_" + placeIndex.ToString();
    }
Пример #6
0
    public void initData(Transform pCameraTransform,
                         Transform pRoleTranform,
                         Vector3 pPos,
                         Canvas pCanvas,
                         Transform pMapCamerTransform,
                         //Transform pRoleFlagTrans,
                         Transform pMonsterParent)
    {
        App.Game.character = this;
        //mainRoleState = new RoleStateMgr();
        //mainRoleState = roleInstance.transform.GetComponent<RoleStateMgr>();
        //mainRoleState.initData(roleInstance);
        monsterParent = pMonsterParent;

        mainRoleState = roleInstance.transform.GetComponent <roleAI>();
        mainRoleState.AIInitData(roleInstance);

        rolePosCamer = new RolePosAndCamerMgr();
        rolePosCamer.initData(roleInstance, pCameraTransform, pRoleTranform, pPos, pCanvas, pMapCamerTransform);

        mainPro = roleInstance.transform.GetComponent <roleProperty>();
        mainPro.InitData(pCameraTransform, pCanvas.transform, 1);

        //计算跳跃的加速度
        //s=0.5*a*t*t  a= s/0.5/t/t
        jumpA = csJumpHeightMax / 0.5f / csJumpUpTime / csJumpUpTime;

        updateGravity();
        // setJumpDownRigidBody();
        // test();
        //testGrav();
        sceneAlpha    = null;
        attackMonster = null;

        isStart = true;

        roleIsAttack = false;
        roleIsEscape = false;
        roleIsDie    = false;
        skillInit();
    }