void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); if (side == WarSceneController.WhichSide.Left) { speed = speedLeft; general = MagicController.Instance.warCtrl.leftGeneral; enemyGeneral = MagicController.Instance.warCtrl.rightGeneral; } else { speed = speedRight; general = MagicController.Instance.warCtrl.rightGeneral; enemyGeneral = MagicController.Instance.warCtrl.leftGeneral; } cameraPos = general.transform.localPosition; cameraPos.y = -30 * level; }
// Use this for initialization void Start() { warCtrl = GameObject.FindWithTag("GameController").GetComponent <WarSceneController>(); rwCrt = GameObject.Find("RangedWeapons").GetComponent <RangedWeaponCreator>(); sprite = GetComponent <exSprite>(); anim = GetComponent <exSpriteAnimation>(); if (soliderType == 3 || soliderType == 4 || soliderType == 5) { timeCoolDown = 1; } else { timeCoolDown = 0.5f; } manPosMaxX = WarSceneController.manPosMaxX; manPosMaxY = WarSceneController.manPosMaxY; locationStepX = WarSceneController.locationStepX; locationStepY = WarSceneController.locationStepY; CheckLocationState(); hitDistance1 = (int)(hitDistance / locationStepX); }
/* body animation * Idle Run Hit AttackFront1 AttackFront2 AttackFront3 AttackFront4 AttackBack Dead Misc Arrow Dart * * horse animation * Idle Run Fight */ // Use this for initialization void Start() { int gIdx; if (side == WarSceneController.WhichSide.Left) { gIdx = WarSceneController.leftGeneralIdx; } else { gIdx = WarSceneController.rightGeneralIdx; } gInfo = Informations.Instance.GetGeneralInfo(gIdx); GeneralInit(gIdx); SetMapLocationFrame(); warCtrl = GameObject.FindWithTag("GameController").GetComponent <WarSceneController>(); leftGeneralIdleTime = Random.Range(8, 15); manPosMaxX = WarSceneController.manPosMaxX; manPosMaxY = WarSceneController.manPosMaxY; locationStepX = WarSceneController.locationStepX; CheckLocationState(); }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); if (side == WarSceneController.WhichSide.Left) { general = warCtrl.leftGeneral; enemyGeneral = warCtrl.rightGeneral; scale = WarSceneController.manScaleLeft; speed = speedLeft; posOffset = posOffsetLeft; } else { general = warCtrl.rightGeneral; enemyGeneral = warCtrl.leftGeneral; scale = WarSceneController.manScaleRight; speed = speedRight; posOffset = posOffsetRight; } }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); enemySide = MagicController.Instance.GetMagicEnemySide(); enemyCenterPoint = warCtrl.GetArmyCentrePoint(enemySide); Vector3 upOffset; Vector3 downOffset; Vector3 scale; if (side == WarSceneController.WhichSide.Left) { upOffset = upOffsetLeft; downOffset = downOffsetLeft; scale = WarSceneController.manScaleLeft; } else { upOffset = upOffsetRight; downOffset = downOffsetRight; scale = WarSceneController.manScaleRight; } Vector3[] carPositionFrom = new Vector3[] { enemyCenterPoint + upOffset, enemyCenterPoint + downOffset, enemyCenterPoint + upOffset + upSpace, enemyCenterPoint + downOffset + downSpace }; upOffset.x = -upOffset.x; downOffset.x = -downOffset.x; Vector3[] carPositionTo = new Vector3[] { enemyCenterPoint + upOffset, enemyCenterPoint + downOffset, enemyCenterPoint + upOffset + upSpace, enemyCenterPoint + downOffset + downSpace }; for (int i = 0; i < level * 2; i++) { GameObject go = InstantiateOneGO(carName, carPositionFrom[i], scale, WarSceneController.manEulerAngles); go.SetActive(false); go.GetComponent <MagicChongCheAct>().SetInfo(carPositionFrom[i], carPositionTo[i]); listCar.Add(go); } }
void Init() { warCtrl = MagicController.Instance.warCtrl; enemySide = MagicController.Instance.GetMagicEnemySide(); armyCenterPoint = warCtrl.GetArmyCentrePoint(enemySide); transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); enemySide = MagicController.Instance.GetMagicEnemySide(); enemyCenterPos = warCtrl.GetArmyCentrePoint(enemySide); List <SolidersController> listSoldier = new List <SolidersController>(); for (int i = 0; i < level; i++) { SolidersController sCtrl = MagicController.Instance.warCtrl.GetRandomSolider(enemySide); Vector3 pos; if (sCtrl != null && !listSoldier.Contains(sCtrl)) { pos = sCtrl.transform.localPosition; listSoldier.Add(sCtrl); } else { if (!isHitGeneral && Random.Range(0, 100) < 40) { isHitGeneral = true; GeneralController gCtrl; if (enemySide == WarSceneController.WhichSide.Left) { gCtrl = MagicController.Instance.warCtrl.leftGeneral; } else { gCtrl = MagicController.Instance.warCtrl.rightGeneral; } pos = gCtrl.transform.localPosition; } else { pos = enemyCenterPos; pos.x += Random.Range(-180, 180); pos.y += Random.Range(-100, 100); } } GameObject go = InstantiateOneGO(tornadoName, pos, Vector3.one, Vector3.zero); go.SetActive(false); listTornado.Add(go); } }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; enemySide = MagicController.Instance.GetMagicEnemySide(); enemyCenterPoint = warCtrl.GetArmyCentrePoint(enemySide); go = (GameObject)Instantiate(Resources.Load(wordName)); go.transform.parent = transform; go.transform.localPosition = enemyCenterPoint; go.SetActive(false); }
void Init() { warCtrl = MagicController.Instance.warCtrl; if (MagicController.Instance.GetMagicSide() == WarSceneController.WhichSide.Left) { generalPos = MagicController.Instance.warCtrl.leftGeneral.transform; } else { generalPos = MagicController.Instance.warCtrl.rightGeneral.transform; } transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); enemySide = MagicController.Instance.GetMagicEnemySide(); Vector3 posGeneral; if (enemySide == WarSceneController.WhichSide.Left) { gCtrl = warCtrl.leftGeneral; posGeneral = warCtrl.leftGeneral.transform.localPosition; } else { gCtrl = warCtrl.rightGeneral; posGeneral = warCtrl.rightGeneral.transform.localPosition; } Vector3 pos = posGeneral; GameObject go = InstantiateOneGO(stoneName, pos, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); go.SetActive(false); listStones.Add(go); for (int i = 1; i < levelNum[level - 1]; i++) { pos = posGeneral; pos.x += Random.Range(-100, 100); pos.y += Random.Range(-100, 100); go = InstantiateOneGO(stoneName, pos, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); go.SetActive(false); listStones.Add(go); } }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); if (side == WarSceneController.WhichSide.Left) { speed = speedLeft; general = MagicController.Instance.warCtrl.leftGeneral; enemyGeneral = MagicController.Instance.warCtrl.rightGeneral; } else { speed = speedRight; general = MagicController.Instance.warCtrl.rightGeneral; enemyGeneral = MagicController.Instance.warCtrl.leftGeneral; } if (type == 0) { arrowName = arrowName1; explodeName = explodeName1; } else if (type == 1) { arrowName = arrowName2; explodeName = explodeName2; } else if (type == 2) { arrowName = arrowName3; explodeName = explodeName3; } }
void Init() { warCtrl = MagicController.Instance.warCtrl; centerPoint = warCtrl.GetArmyCentrePoint(MagicController.Instance.GetMagicEnemySide()); transform.parent = MagicController.Instance.magicRoot; transform.localPosition = centerPoint; side = MagicController.Instance.GetMagicSide(); if (side == WarSceneController.WhichSide.Left) { transform.localPosition = new Vector3(transform.localPosition.x - 100, transform.localPosition.y, transform.localPosition.z); } else { transform.localPosition = new Vector3(transform.localPosition.x + 100, transform.localPosition.y, transform.localPosition.z); } transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; }
public void Init(WarSceneController.WhichSide s, WarSceneController.Direction d, int t, Vector3 pos, Transform parent, WarSceneController ws) { side = s; dir = d; type = t; warCtrl = ws; transform.parent = parent; transform.localPosition = pos; transform.GetChild(0).localPosition = offset; if (dir == WarSceneController.Direction.Left) { speed = -speed; transform.localScale = WarSceneController.manScaleRight; } else { transform.localScale = WarSceneController.manScaleLeft; } orgPosX = transform.localPosition.x; transform.localEulerAngles = WarSceneController.manEulerAngles; }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); if (side == WarSceneController.WhichSide.Left) { posGeneral = warCtrl.leftGeneral.transform.localPosition; } else { posGeneral = warCtrl.rightGeneral.transform.localPosition; } float angle = 2 * Mathf.PI / 8; for (int i = 0; i < level; i++) { for (int j = 0; j < 8; j++) { Vector3 pos = posGeneral; pos.x += radius * level * Mathf.Cos(angle * (j + 0.5f)); pos.y += radius * level * Mathf.Sin(angle * (j + 0.5f)); GameObject go = InstantiateOneGO(fireName, posGeneral, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); go.GetComponent <MagicBaMianHuoAct>().SetInfo(posGeneral, pos); go.SetActive(false); listFire.Add(go); } } }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); enemySide = MagicController.Instance.GetMagicEnemySide(); enemyCenterPoint = warCtrl.GetArmyCentrePoint(enemySide); Vector3 scale; Vector3 juShiDownOff; Vector3 juShiBasePos; float juShiXStep; if (side == WarSceneController.WhichSide.Left) { scale = WarSceneController.manScaleLeft; juShiDownOff = juShiDownOffLeft; juShiBasePos = juShiBasePosLeft; juShiXStep = juShiXStepLeft; } else { scale = WarSceneController.manScaleRight; juShiDownOff = juShiDownOffRight; juShiBasePos = juShiBasePosRight; juShiXStep = juShiXStepRight; } for (int i = 0; i < levelNum[level - 1]; i++) { int col = i / 6; int row = i % 6; Vector3 pos = new Vector3(juShiBasePos.x + juShiXStep * col, juShiBasePos.y + juShiYStep * row, juShiBasePos.z); GameObject go = InstantiateOneGO(juShiName, pos, scale, WarSceneController.manEulerAngles); listJuShi.Add(go); List <SolidersController> listSolidersAdded = new List <SolidersController>(); SolidersController sCtrl = MagicController.Instance.warCtrl.GetRandomSolider(enemySide); if (sCtrl != null && !listSolidersAdded.Contains(sCtrl)) { listSolidersAdded.Add(sCtrl); pos = sCtrl.transform.localPosition; pos.z = 0; pos += juShiDownOff; } else { if (!hitGeneral && Random.Range(0, 100) < 40) { hitGeneral = true; GeneralController gCtrl; if (enemySide == WarSceneController.WhichSide.Left) { gCtrl = MagicController.Instance.warCtrl.leftGeneral; } else { gCtrl = MagicController.Instance.warCtrl.rightGeneral; } pos = gCtrl.transform.localPosition; pos.z = 0; pos += juShiDownOff; } else { pos = new Vector3(enemyCenterPoint.x + Random.Range(-150, 150), enemyCenterPoint.y + Random.Range(-80, 80), -150); } } go = InstantiateOneGO(juShiDownName, pos, scale, WarSceneController.manEulerAngles); go.SetActive(false); go.GetComponent <MagicJuShiDown>().SetInfo(pos, pos - juShiDownOff, this); listJuShiDown.Add(go); } }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); enemySide = MagicController.Instance.GetMagicEnemySide(); enemyCenterPos = warCtrl.GetArmyCentrePoint(enemySide); Vector3 posGeneral; if (side == WarSceneController.WhichSide.Left) { posGeneral = warCtrl.leftGeneral.transform.localPosition; } else { posGeneral = warCtrl.rightGeneral.transform.localPosition; } yellowDragon = InstantiateOneGO(yellowDragonName, posGeneral, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); yellowDragon.SetActive(false); particalGO = (GameObject)Instantiate(Resources.Load(particalName1)); particalGO.transform.parent = transform; particalGO.transform.localPosition = posGeneral; for (int i = 0; i < 10; i++) { Vector3 posUp = posGeneral; posUp.x += Random.Range(-30, 30); GameObject go = InstantiateOneGO(fireUpName, posUp, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); go.SetActive(false); listFireUp.Add(go); go = InstantiateOneGO(fireDownName, Vector3.zero, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); go.SetActive(false); listFireDown.Add(go); MagicFireDown fireDownScript = go.GetComponent <MagicFireDown>(); SolidersController sCtrl = MagicController.Instance.warCtrl.GetRandomSolider(enemySide); Vector3 pos; if (sCtrl != null) { pos = sCtrl.transform.localPosition; pos.z = -150; } else { if (!hitGeneral && Random.Range(0, 100) < 20) { hitGeneral = true; GeneralController gCtrl; if (enemySide == WarSceneController.WhichSide.Left) { gCtrl = MagicController.Instance.warCtrl.leftGeneral; } else { gCtrl = MagicController.Instance.warCtrl.rightGeneral; } pos = gCtrl.transform.localPosition; pos.z = -150; } else { pos = new Vector3(enemyCenterPos.x + Random.Range(-150, 150), enemyCenterPos.y + Random.Range(-80, 80), -150); } } fireDownScript.SetInfo(pos, this); go = InstantiateOneGO(fireExplodeName, Vector3.zero, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); go.SetActive(false); listFireExplode.Add(go); } }
void Start() { warCtrl = GameObject.FindWithTag("GameController").GetComponent <WarSceneController>(); }
// Use this for initialization void Start() { warCtrl = MagicController.Instance.warCtrl; }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); enemySide = MagicController.Instance.GetMagicEnemySide(); Vector3 posGeneral; if (side == WarSceneController.WhichSide.Left) { posGeneral = warCtrl.leftGeneral.transform.localPosition; } else { posGeneral = warCtrl.rightGeneral.transform.localPosition; } float angle = 2 * Mathf.PI / (level * 4); for (int i = 0; i < level * 4; i++) { Vector3 pos = posGeneral; pos.x += radius * Mathf.Cos(angle * (i + 0.5f)); pos.y += radius * Mathf.Sin(angle * (i + 0.5f)); pos.z = -50; GameObject go = InstantiateOneGO(swordUpName, pos, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); go.SetActive(false); listSwordUp.Add(go); } List <SolidersController> listSoldier = new List <SolidersController>(); for (int i = 0; i < level; i++) { SolidersController sCtrl = MagicController.Instance.warCtrl.GetRandomSolider(enemySide); Vector3 pos; if (sCtrl != null && !listSoldier.Contains(sCtrl)) { pos = sCtrl.transform.localPosition; pos.z = -150; listSoldier.Add(sCtrl); } else { GeneralController gCtrl; if (enemySide == WarSceneController.WhichSide.Left) { gCtrl = MagicController.Instance.warCtrl.leftGeneral; } else { gCtrl = MagicController.Instance.warCtrl.rightGeneral; } pos = gCtrl.transform.localPosition; pos.z = -150; } GameObject go = InstantiateOneGO(swordDownMainName, pos, WarSceneController.manScaleRight * 3f, WarSceneController.manEulerAngles); go.SetActive(false); go.GetComponent <MagicSwordDonwMain>().SetInfo(this); listSwordDownMain.Add(go); for (int j = 0; j < 8; j++) { Vector3 posDown = pos; posDown.x += Random.Range(-50, 50); posDown.y += Random.Range(-50, 50); go = InstantiateOneGO(swordDownName, posDown, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); go.SetActive(false); listSwordDown.Add(go); } } }