protected override void CreateCharacterInstances(string numberallies, CharacterType userControlledCharacterType) { // String[] allies = { "Barbarian", "Ranger", "Mage" }; int number = Int32.Parse(numberallies); if (userControlledCharacterType.Equals((CharacterType.Barbarian))) //compare the type of character you choose with the ones you have { Characters.Add(new Barbarian()); } else if (userControlledCharacterType.Equals((CharacterType.Ranger))) { Characters.Add(new Ranger()); } else if (userControlledCharacterType.Equals((CharacterType.Mage))) { Characters.Add(new Mage()); } for (int i = 0; i < number; i++) { int num = _random.Next(3); // string monsterrandom = monster[num]; if (num == 0) { Characters.Add(new Barbarian()); } else if (num == 1) { Characters.Add(new Ranger()); } else { Characters.Add(new Mage()); } } }
public void Jump() { if (_isHosting && type.Equals(CharacterType.Jumper) && _controller.State.below) { if (firstjump != true) { _controller.SetYVelocity(jumpForce); if (jumpSFX) { SoundManager.Instance.PlaySoundSFX(jumpSFX); } } else { _controller.SetYVelocity(10); firstjump = false; } } }
public virtual void Start() { //ignoreMask = (1 << LayerMask.NameToLayer("Obstacles")) | (1 << LayerMask.NameToLayer("Characters")); ignoreMask = 1 << LayerMask.NameToLayer("Characters"); colFilter.useLayerMask = true; colFilter.SetLayerMask(ignoreMask); rb = GetComponent <Rigidbody2D>(); if (vision == null) { vision = transform.Find("Vision").GetComponent <CharacterVision>(); } health = maxHealth; healthBar.BuildHealtBar(maxHealth, !(type.Equals(CharacterType.PLAYER) || type.Equals(CharacterType.BOSS))); nextAttackBG = nextAttackBar.transform.parent.gameObject; sprite = GetComponentInChildren <SpriteRenderer>(); }
// Use this for initialization private void Awake() { this.draw = true; NavMeshPathGraph navMesh = NavigationManager.Instance.NavMeshGraphs[0]; this.character = new DynamicCharacter(this.characterAvatar); this.Pedestrians = new List <GameObject>(GameObject.FindGameObjectsWithTag("Pedestrian")).ConvertAll(p => new Pedestrian(p)); // Targeter TargeterComponent = new Targeter(this); // Decomposer DecomposerComponent = new Decomposer(this, navMesh, this.character); // TargetCollisionConstraint PathConstraints = new List <IConstraint>(); PathConstraints.Add(new PedestrianAvoidanceConstraint(this, character, this.Pedestrians)); PathConstraints.Add(new AvoidObstacleConstraint(this.character)); // Movement Constraints MovementConstraints = new List <IConstraint>(); StaticObstacleConstraint obsConstraint = new StaticObstacleConstraint(character) { AvoidMargin = 10f }; MovementConstraints.Add(obsConstraint); if (CharacterInUse.Equals(CharacterType.Car)) { Actuator = new CarActuator(this.character); } else if (CharacterInUse.Equals(CharacterType.Human)) { Actuator = new HumanActuator(this.character); } }