// Start is called before the first frame update void Start() { /* * if(true == _isPlayer) * { * _characterModule = _playerModule; * * _stateDic.Add(eState.IDLE, new PlayerIdleState()); * _stateDic.Add(eState.WAIT, new WaitState()); * _stateDic.Add(eState.KICK, new KickState()); * _stateDic.Add(eState.WALK, new WalkState()); * _stateDic.Add(eState.RUN, new RunState()); * _stateDic.Add(eState.SLIDE, new SlideState()); * _stateDic.Add(eState.PATROL, new PatrolState()); * _stateDic.Add(eState.DEATH, new DeathState()); * * } * else * { * _characterModule = _playerModule; * } */ _characterModule = _charModuleList[(int)_charType]; _characterModule.BuildStateList(); for (int i = 0; i < _stateDic.Count; i++) { eState state = (eState)i; _stateDic[state].SetCharacter(this); } ChangeState(eState.IDLE); }
// Start is called before the first frame update void Start() { _characterModule = _charModuleList[(int)_charType]; _characterModule.BuildStateList(); CreateWeapon(); }
// private GameObject enemyObj; void Start() { for (int i = 0; i < 5; i++) { float posx = Random.Range(-4.0f, 4.0f); float posz = Random.Range(-4.0f, 4.0f); int nameNum = Random.Range(0, heroPrefab.Length); string heroName = heroPrefab[nameNum].name; //Debug.Log("name" + heroName); Vector3 heroPos = new Vector3(posx, transform.position.y, posz); Vector3 randomRotation = new Vector3(Random.Range(0f, 360f), 0f, 0f); CharacterModule.CreateHero(heroName, heroPos, randomRotation); } for (int i = 0; i < 20; i++) { float posx = Random.Range(-7.5f, 7.5f); float posz = Random.Range(-7.5f, 7.5f); Vector3 enemyPos = new Vector3(posx, transform.position.y, posz); Vector3 randomRotation = new Vector3(Random.Range(0f, 360f), 0f, 0f); CharacterModule.CreateEnemy(enemyPos, randomRotation, i); } enemyDic = new Dictionary <float, GameObject>(); enemyList = new List <float>(); targetArr = GameObject.FindGameObjectsWithTag("Enemy"); // quickEnemy(); }
private void MakeCharacter <T>(CharacterModule module) where T : CharacterModule { var controller = MakeController <CharacterController, CharacterModule>(module); controller.When(c => c.SetAsPlayer()).Do(c => Campaigns.Current.Player = controller); CampaignController.GetCharacter <T>().Returns(controller); }
private void RegisterAllModules() { BagUIModule bagUIModule = new BagUIModule(); bagUIModule.Load(); ItemModule itemModule = new ItemModule(); itemModule.Load(); CharacterModule charaModule = new CharacterModule(); charaModule.Load(); CharacterModule characterModule = new CharacterModule(); //.....add }
public KhClient() { Characters = new CharacterModule(); }