示例#1
0
 private void AllChangeEnemyMode(Enemy.EnemyState state)
 {
     foreach (GameObject obj in enemy_list)
     {
         obj.GetComponent <Enemy>().enemy_state = state;
     }
 }
示例#2
0
 private void AllChangeEnemyModeExceptStakeAndStun(Enemy.EnemyState state)
 {
     foreach (GameObject obj in enemy_list)
     {
         if (obj.GetComponent <Enemy>().enemy_state != Enemy.EnemyState.STAKE && obj.GetComponent <Enemy>().enemy_state != Enemy.EnemyState.STUN)
         {
             ChangeEnemyMode(obj, state);
         }
     }
 }
    public void ChangeMonsterState(Vector2 roomIdx, Enemy.EnemyState enemyState)
    {
        List <GameObject> monterList = sessionArray[(int)roomIdx.y, (int)roomIdx.x].monsterList;

        Enemy enemy = null;

        foreach (var monster in monterList)
        {
            enemy = monster.GetComponent <Enemy>();
            enemy.SetState(enemyState);
        }
    }
示例#4
0
 void OnTriggerStay(Collider col)                    //コライダーに触れている間
 {
     if (col.tag == "Player")                        //プレイヤー発見
     {
         Debug.Log("見つけた!");
         Enemy.EnemyState state = Enemy.GetState();  //敵キャラクターの状態を取得
         //プレイヤーを追いかける設定に変更
         if (state == Enemy.EnemyState.Wait || state == Enemy.EnemyState.Walk)
         {
             Enemy.SetState(Enemy.EnemyState.Chase, col.transform);
         }
     }
 }
示例#5
0
 void OnTriggerStay(Collider col)
 {
     // プレイヤーキャラクターを発見
     if (col.tag == "Player")
     {
         // 敵キャラクターの状態を取得
         Enemy.EnemyState state = Enemy.GetState();
         // 敵キャラクターが追いかける状態でなければ追いかける設定に変更
         if (state == Enemy.EnemyState.Wait || state == Enemy.EnemyState.Walk)
         {
             Enemy.SetState(Enemy.EnemyState.Chase, col.transform);
         }
     }
 }
示例#6
0
 protected void AddTimer(float time, Enemy.EnemyState state)
 {
     if (timers == null)
     {
         timers = new Dictionary <Enemy.EnemyState, Timer>();
         timers.Add(state, new Timer(time));
     }
     else
     {
         if (!timers.ContainsKey(state))
         {
             timers.Add(state, new Timer(time));
         }
     }
 }
示例#7
0
 protected bool IsElapsed(Enemy.EnemyState state)
 {
     if (timers.ContainsKey(state))
     {
         bool ret = timers[state].IsElapsed;
         if (ret)
         {
             timers.Remove(state);
         }
         return(ret);
     }
     else
     {
         return(false);
     }
 }
示例#8
0
 public void ChangeEnemyMode(Enemy obj, Enemy.EnemyState state)
 {
     obj.enemy_state = state;
 }
示例#9
0
 private void ChangeEnemyMode(GameObject obj, Enemy.EnemyState state)
 {
     obj.GetComponent <Enemy>().enemy_state = state;
 }