static void Main(string[] args) { Enemy1 e1 = new Enemy1(); Enemy2 e2 = new Enemy2(); e1.func(); e2.func(); Player p = new Player(); p.func(); Random rng = new Random(); int phealth, e1health, e2health, attack; phealth = p.rhealth(); e1health = e1.rhealth(); e2health = e2.rhealth(); while (phealth >= 0 && e1health >= 0) { Console.WriteLine(p.call()); attack = rng.Next(10); e1health = e1.damage(attack); Console.WriteLine("{0} attacks {1} for {2} damage. {3} health remaining.", p.rname(), e1.rname(), attack, e1health); Console.WriteLine(); if (e1health > 0) { Console.WriteLine(e1.call()); attack = rng.Next(10); phealth = p.damage(attack); Console.WriteLine("{0} attacks {1} for {2} damage. {3} health remaining.", e1.rname(), p.rname(), attack, phealth); Console.WriteLine(); } if (phealth <= 0) { Console.WriteLine("{0} Wins!", e1.rname()); Console.WriteLine(); } if (e1health <= 0) { Console.WriteLine("{0} Wins!", p.rname()); Console.WriteLine(); } } while (phealth >= 0 && e2health >= 0) { Console.WriteLine(p.call()); attack = rng.Next(10); e2health = e2.damage(attack); Console.WriteLine("{0} attacks {1} for {2} damage. {3} health remaining.", p.rname(), e2.rname(), attack, e2health); Console.WriteLine(); if (e2health > 0) { Console.WriteLine(e2.call()); attack = rng.Next(10); phealth = p.damage(attack); Console.WriteLine("{0} attacks {1} for {2} damage. {3} health remaining.", e2.rname(), p.rname(), attack, phealth); Console.WriteLine(); } if (phealth <= 0) { Console.WriteLine("{0} Wins!", e2.rname()); Console.WriteLine(); } if (e2health <= 0) { Console.WriteLine("{0} Wins!", p.rname()); Console.WriteLine(); } } }
public E1_LookForPlayerState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, LookForPlayerState_SO stateData, Enemy1 enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public void UnitIsMovedToGraveyard() { Enemy1.MoveTo(GameState.Graveyard); Assert.IsTrue(GameState.Graveyard.Contains(Enemy1)); }
public E1_MoveState(Entity entity, EnemyStateMachine stateMachine, string animBoolName, SO_MoveState stateData, Enemy1 enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public E1_PlayerDetectedState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_PlayerDetected stateData, Enemy1 enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public E1_MeleeAttackState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, Transform attackPosition, D_MeleeAttackState stateData, Enemy1 enemy) : base(entity, stateMachine, animBoolName, attackPosition, stateData) { this.enemy = enemy; }
public E1_IdleState(Entity etity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, Enemy1 enemy) : base(etity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public E1_WalkState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, WalkStateData walkData, Enemy1 enemy) : base(stateMachine, entity, animBoolName, walkData) { this.enemy = enemy; }
public E1_ChargeState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, ChargeStateData stateData, Enemy1 enemy) : base(stateMachine, entity, animBoolName, stateData) { this.enemy = enemy; }
void spawn() { Enemy enemy = new Enemy1 (); enemyList.Add (enemy); }
public E1_LookForPlayerState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, D_LookForPlayer stateData, Enemy1 enemy) : base(stateMachine, entity, animBoolName, stateData) { this.enemy = enemy; }
private void EnemyInitialize() { //敌人初始化 for (int i = 0; i < 5; i++) { Sprite enemy1 = new Sprite("Enemy1", false, true, 5, Bus.SPX, 0, 3, 1); // enemy1.CurrentPositionX = 2; enemy1.BackOffset = new Vector2(Prefs.WindowSizeH, 560 - enemy1.SourceTexture.Height); enemy1.Shader = new Sprite_Base("Enemy1Shader"); enemy1.Shader.Visible = false; enemy1.Shader.Z = 4; enemy1.CollisionRect = new Rectangle((int)enemy1.BackOffset.X, (int)enemy1.BackOffset.Y + enemy1.SourceTexture.Height * 4 / 5, 2, enemy1.SourceTexture.Height / 5); enemy1.ShowingRect = enemy1.SourceRect(enemy1); enemy1.Z = enemy1.BackOffset.Y + 249; AddChild(enemy1); AddChild(enemy1.Shader); Enemy1.Add(enemy1); } for (int i = 0; i < 4; i++) { Sprite enemy1 = new Sprite("Enemy1", false, true, 6, Bus.SPX, 0, 3, 1); enemy1.Shader = new Sprite_Base("Enemy1Shader"); enemy1.Shader.Visible = false; enemy1.Shader.Z = 4; // enemy1.CurrentPositionX = 2; enemy1.BackOffset = new Vector2(Prefs.WindowSizeH, 660 - enemy1.SourceTexture.Height); enemy1.CollisionRect = new Rectangle((int)enemy1.BackOffset.X, (int)enemy1.BackOffset.Y + enemy1.SourceTexture.Height * 4 / 5, 2, enemy1.SourceTexture.Height / 5); AddChild(enemy1.Shader); enemy1.ShowingRect = enemy1.SourceRect(enemy1); enemy1.Z = enemy1.BackOffset.Y + 249; AddChild(enemy1); Enemy1.Add(enemy1); } for (int i = 0; i < 5; i++) { Sprite enemy2 = new Sprite("Enemy2", false, true, 5, Bus.SPX, 0, 3, 1); enemy2.Shader = new Sprite_Base("Enemy2Shader"); enemy2.Shader.Visible = false; enemy2.Shader.Z = 5; enemy2.BackOffset = new Vector2(Prefs.WindowSizeH, 660 - enemy2.SourceTexture.Height); enemy2.CollisionRect = new Rectangle((int)enemy2.BackOffset.X, (int)enemy2.BackOffset.Y + enemy2.SourceTexture.Height * 4 / 5, 2, enemy2.SourceTexture.Height / 5); enemy2.ShowingRect = enemy2.SourceRect(enemy2); enemy2.Z = enemy2.BackOffset.Y + 249; AddChild(enemy2); AddChild(enemy2.Shader); Enemy2.Add(enemy2); } for (int i = 0; i < 5; i++) { Sprite enemy2 = new Sprite("Enemy2", false, true, 4, Bus.SPX, 0, 3, 1); enemy2.Shader = new Sprite_Base("Enemy2Shader"); enemy2.Shader.Visible = false; enemy2.Shader.Z = 4; enemy2.BackOffset = new Vector2(Prefs.WindowSizeH, 560 - enemy2.SourceTexture.Height); enemy2.CollisionRect = new Rectangle((int)enemy2.BackOffset.X, (int)enemy2.BackOffset.Y + enemy2.SourceTexture.Height * 4 / 5, 2, enemy2.SourceTexture.Height / 5); enemy2.Z = enemy2.BackOffset.Y + 249; enemy2.ShowingRect = enemy2.SourceRect(enemy2); AddChild(enemy2); AddChild(enemy2.Shader); Enemy2.Add(enemy2); } //敌人Killed动画 for (int i = 0; i < 12; i++) { Sprite enemy1Killed = new Sprite("enemy1Killed", false, false, 5, 3, 0, 2, 1); enemy1Killed.Shader = new Sprite_Base("Enemy1KilledShader"); enemy1Killed.Shader.Visible = false; enemy1Killed.Shader.Z = 4; enemy1Killed.ShowingRect = enemy1Killed.SourceRect(enemy1Killed); AddChild(enemy1Killed); AddChild(enemy1Killed.Shader); Enemy1Killed.Add(enemy1Killed); Sprite enemy2Killed = new Sprite("enemy2Killed", false, false, 6, 3, 0, 2, 1); enemy2Killed.Shader = new Sprite_Base("Enemy2KilledShader"); enemy2Killed.Shader.Visible = false; enemy2Killed.Shader.Z = 5; enemy2Killed.ShowingRect = enemy2Killed.SourceRect(enemy2Killed); AddChild(enemy2Killed); AddChild(enemy2Killed.Shader); Enemy2Killed.Add(enemy2Killed); } EnemyPositionY[0] = 0; EnemyPositionY[7] = Prefs.WindowSizeH - 528 + 310 + 27 - 250; EnemyPositionY[6] = Prefs.WindowSizeH - 528 + 310 + 2 * 27 - 250; EnemyPositionY[5] = Prefs.WindowSizeH - 528 + 310 + 3 * 27 - 250; EnemyPositionY[4] = Prefs.WindowSizeH - 528 + 310 + 4 * 27 - 250; EnemyPositionY[3] = Prefs.WindowSizeH - 528 + 310 + 5 * 27 - 250; EnemyPositionY[2] = Prefs.WindowSizeH - 528 + 310 + 6 * 27 - 250; EnemyPositionY[1] = Prefs.WindowSizeH - 528 + 310 + 7 * 27 - 250; }
// Start is called before the first frame update void Start() { enemy = GameObject.FindWithTag("Enemy1").GetComponent <Enemy1>(); text = GetComponentInChildren <Text>(); }
public E1_IdleState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, D_IdleState stateDate, Enemy1 enemy) : base(stateMachine, entity, animBoolName, stateDate) { this.enemy = enemy; }
// Use this for initialization void Start() { rend = GetComponent <Renderer> (); enemyName = GetComponent <Enemy1>(); }
public void Enter(Enemy1 enemy1) { this.enemy = enemy1; animator = enemy.GetComponent <Animator>(); canattacc = false; }