void allSoldierOnGroundFindPath() { for (int i = 0; i < soldierPool.live.Count; i++) { ASoldier soldier = soldierPool.live[i] as ASoldier; if (soldier.mSoldierBody.state == ASoldierBody.State_Walking || soldier.mSoldierBody.state == ASoldierBody.State_Climbing || soldier.mSoldierBody.state == ASoldierBody.State_Jumping) { soldier.pathFind(); } } }
public static ASoldier createSoldier(Vector3 pos) { ASoldier soldier = Res.createFromPool(MainRes.soldierPool) as ASoldier; if (soldier == null) { return(null); } soldier.transform.position = pos; soldier.addToScene(); soldier.addToGroup(Groups.enemyAll); return(soldier); }
public static bool createAndDeploySoldier(Vector3 pos) { if (!canProduceSoldier) { return(false); } ASoldier soldier = createSoldier(pos); if (soldier == null) { return(false); } soldier.deploy(); return(true); }
void allSoldierCheer() { for (int i = 0; i < soldierPool.live.Count; i++) { ASoldier soldier = soldierPool.live[i] as ASoldier; if (soldier.mSoldierBody.state == ASoldierBody.State_Walking) { soldier.mSoldierBody.Action_Cheer(); } if (soldier.mSoldierBody.state == ASoldierBody.State_Climbing) { soldier.nextPointAction = soldier.mSoldierBody.Action_Cheer; } } }
public void randomCreateSoldier() { Transform createSoldierObj = transform.Find("soldierPoint"); if (transform.position.x < -limitMaxRange || transform.position.x > limitMaxRange || (transform.position.x > -limitMinRange && transform.position.x < limitMinRange)) { return; } if (timerInterval != -1) { timer += Time.deltaTime; if (timer >= timerInterval) { timerInterval = -1; ASoldier.createAndDeploySoldier(createSoldierObj.transform.position + soldierOffset); } } else//timer restart { timerInterval = minInterval + Random.value * maxInterval; timer = 0; } }
public void getKnowOther() { soldier = belongToObj as ASoldier; soldierBody = soldier.mSoldierBody; }
public void getKnowOther() { soldier = belongToObj as ASoldier; parachute = soldier.mParachute; }
void initStatic() { ActionGroup.initStatic(20); Stage.init(); ASoldier.initStatic(); }