示例#1
0
 public void Jump(CharacterInterface character)
 {
     if (character._State != CharacterInterface.State.Full && character._State != CharacterInterface.State.Hurt)
     {
         Player.GetComponent <Animator>().SetBool("Jump", true);
     }
 }
示例#2
0
 public void Attack(CharacterInterface character)
 {
     if (character._State == CharacterInterface.State.norml)
     {
         Player.GetComponent <Animator>().SetBool("Atk1", true);
         character._State = CharacterInterface.State.Fight;
     }
 }
示例#3
0
 public void EnemyDie(CharacterInterface enemy)
 {
     if (enemy._ID == this.TargetID)
     {
         GoalSchedule++;
         GoalProgess();
     }
 }
示例#4
0
 public static void EnemyDie(CharacterInterface enemy)
 {
     if (EnemyEventHandler != null)
     {
         EnemyEventHandler(enemy);
         Debug.Log(enemy._ID);
     }
 }
示例#5
0
 public void MoveBack(CharacterInterface character)
 {
     if (!character.CantMoveL)
     {
         obj.transform.Translate(Vector2.left * speed * Time.deltaTime);
     }
     obj.GetComponent <SpriteRenderer>().flipX = true;
     anim.SetBool("Move", true);
 }
示例#6
0
 public void OnHit(CharacterInterface character)
 {
     if (character._State != CharacterInterface.State.Hurt)
     {
         player.GetComponent <Animator>().Play("Hurt");
         character.Iinvincible = true;
         character._State      = CharacterInterface.State.Hurt;
     }
 }
示例#7
0
文件: HitBox.cs 项目: faint449/IrisRE
 public void Update()
 {
     hitBox = Physics2D.BoxCast((Vector2)transform.position + HitRect.center, HitRect.size, 0, new Vector2(0, 0), 0, ~RayLayer);
     if (hitBox.collider != null)
     {
         CharacterInterface defendCharacter = hitBox.collider.GetComponent <Character>().character;
         GameSystem.instance.Battle(atkCharacter.character, defendCharacter);
     }
 }
示例#8
0
    public void StateDo(CharacterInterface character)
    {
        switch (character._State)
        {
        case CharacterInterface.State.Full:
            anim.SetBool("Full", true);
            break;

        case CharacterInterface.State.norml:
            anim.SetBool("Full", false);
            break;
        }
    }
示例#9
0
 public void EndAction(CharacterInterface character)
 {
     if (character._State == CharacterInterface.State.Hurt)
     {
         anim.SetTrigger("Hurt");
     }
     anim.Play("StandAnim");
     anim.SetBool("Full", false);
     anim.SetBool("Walk", false);
     anim.SetBool("WalkB", false);
     anim.SetBool("Atk1", false);
     anim.SetBool("Jump", false);
     character._State = CharacterInterface.State.norml;
 }
示例#10
0
 public void Move(CharacterInterface character)
 {
     if (character._State != CharacterInterface.State.Fight && character._State != CharacterInterface.State.Hurt)
     {
         if (!character.CantMoveR)
         {
             Player.transform.Translate(Vector2.right * speed * Time.deltaTime);
         }
         if (character._State != CharacterInterface.State.Jump)
         {
             Player.GetComponent <Animator>().SetBool("Walk", true);
             Player.GetComponent <Animator>().SetBool("WalkB", false);
         }
     }
 }
示例#11
0
    protected virtual void Start()
    {
        animator       = gfx.GetComponent <Animator>();
        spriteRenderer = gfx.GetComponent <SpriteRenderer>();
        charInterface  = GetComponent <CharacterInterface>();
        spriteMaterial = spriteRenderer.material;

        animator.runtimeAnimatorController = characterClass.controller;

        baseStats = characterClass.baseStats.Clone();

        UpdateStats();

        currentHP = currentStats.Get(StatType.MaxHP);

        StartCoroutine(LateStartCR());
    }
示例#12
0
    void Start()
    {
        anim = this.GetComponent <Animator>();
        switch (_CharacterSort)
        {
        case CharacterSort.player:
            character = new Player(ID, GID, Hp, Atk, Speed, gameObject);
            break;

        case CharacterSort.enemy:
            character = new Enemy(ID, GID, Hp, Atk, Speed, enemyEnum, gameObject);
            break;

        case CharacterSort.npc:
            character = new Npc(ID, GID, Hp, Atk, Speed, TalkCount, gameObject);

            break;
        }
    }
示例#13
0
    // Use this for initialization
    void Start()
    {
        NowCharacter_Interface = new CharacterInterface();

        NowCharacter_Interface.Chracter_HP      = 100;
        NowCharacter_Interface.Character_Name   = "Emma";
        NowCharacter_Interface.Character_MP     = 100;
        NowCharacter_Interface.Character_Level  = 2;
        NowCharacter_Interface.Magic_Attack     = 100;
        NowCharacter_Interface.Skill_Info_Table = new Dictionary <int, CharacterInfo.Skill_Info>(100);

        CharacterInfo.Skill_Info TestSkill;

        TestSkill.Skill_Name     = "A";
        TestSkill.Skill_ID       = 1;
        TestSkill.Skill_Type     = CharacterInfo.SkillType.ACTIVE;
        TestSkill.Info           = "테스트 스킬입니다.";
        TestSkill.Skill_CoolTime = 1.5f;

        NowCharacter_Interface.Skill_Info_Table.Add(1, TestSkill);
    }
示例#14
0
    public void NpcHaveEvents(CharacterInterface npc)
    {
        foreach (Quest quest in questList)
        {
            if (quest.StartNpc == npc._ID && quest.State == 0)
            {
                dialogueSystem.instance.QuestStartNpc.Add(quest);
            }
            if (quest.EndNpc == npc._ID && quest.State > 0 && quest.State < 2)
            {
                dialogueSystem.instance.QuestEndNpc.Add(quest);
            }

            /*for (int i=0;i<quest.Goals.Count;i++)
             * {
             *      if (quest.Goals[i].TargetID == npc._ID && quest.State >0 && !quest.Goals[i].Complete)
             *      {
             *
             *      }
             * }*/
        }
    }
示例#15
0
 public void EndIinvincible(CharacterInterface character)
 {
     anim.ResetTrigger("Hurt");
     character.Iinvincible = false;
 }
示例#16
0
 public abstract void Dead(CharacterInterface character);
示例#17
0
 public void EndAttack(CharacterInterface character)
 {
     character._State = CharacterInterface.State.norml;
     Player.GetComponent <Animator>().SetBool("Atk1", false);
 }
示例#18
0
 public void Attack(CharacterInterface character)
 {
     anim.SetBool("Attack", true);
 }
示例#19
0
 public void EndAttack(CharacterInterface character)
 {
     anim.SetBool("Attack", false);
 }
示例#20
0
 public void OnHit(CharacterInterface _character)
 {
     anim.SetBool("Hurt", true);
     character = _character;
 }
示例#21
0
 public void EndAction(CharacterInterface character)
 {
     anim.SetBool("Move", false);
 }
示例#22
0
 public void Move(CharacterInterface character)
 {
     EnemyObj.transform.Translate(Vector2.right * speed * Time.deltaTime);
 }
示例#23
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 public override void Dead(CharacterInterface character)
 {
     QuestEventSystem.EnemyDie(character);
     Destroy(characterObj);
 }
示例#24
0
 public void MoveBack(CharacterInterface character)
 {
 }
示例#25
0
 public void Battle(CharacterInterface attackCharacter, CharacterInterface defendCharacter)
 {
     defendCharacter.Hp -= attackCharacter.Atk;
     defendCharacter.OnHit();
 }
示例#26
0
 public Test1AI(CharacterInterface _character, GameObject _characterObj)
 {
     character    = _character;
     characterObj = _characterObj;
 }
示例#27
0
 public void EndIinvincible(CharacterInterface character)
 {
 }