示例#1
0
        public static void Start(StgEventAbs stgEvent)
        {
            switch (stgEvent.type)
            {
            case StgEventType.HeroBorn:
                StgHeroBornDealer.Start(stgEvent);
                break;

            case StgEventType.ZombieBorn:
                StgZombieBornDealer.Start(stgEvent);
                break;

            case StgEventType.HeroMove:
                break;

            case StgEventType.PrefabBorn:
                break;

            case StgEventType.PrefabBornZombie:
                break;

            case StgEventType.Conversation:
                break;

            case StgEventType.NPCMove:
                break;
            }
        }
示例#2
0
        public void CreateZombie(StgZombieBornDealer zombieDealer)
        {
            Transform trans = UnityEngine.Object.Instantiate(PrefabResources.Get("Zombie/" + zombieName));

            trans.position    = this.position + new Vector3(UnityEngine.Random.Range(-this.range, this.range), 0.3f, UnityEngine.Random.Range(-this.range, this.range));
            trans.eulerAngles = new Vector3(0f, (float)UnityEngine.Random.Range(0, 360), 0f);
            ZombieAbs zombieAbs = trans.GetComponent <ZombieAbs>();

            zombieAbs.Agent.Warp(trans.position);
            zombieAbs.zombieDieDelegate = (Action <ZombieAbs>)Delegate.Combine(zombieAbs.zombieDieDelegate, new Action <ZombieAbs>(zombieDealer.HandleZombieDie));
            trans.gameObject.SetActive(true);
            StgZombieBornDealer.zombies.Add(zombieAbs);
        }
示例#3
0
 public void Update(StgZombieBornDealer zombieDealer)
 {
     if (this.isWaiting)
     {
         this.timer += Time.deltaTime;
         if (this.timer >= this.delay)
         {
             this.isWaiting = false;
             this.timer     = 10000f;
         }
     }
     if (!this.isWaiting && (this.nowCount < this.count))
     {
         this.timer += Time.deltaTime;
         if (this.timer >= this.interval)
         {
             this.timer    = 0f;
             this.interval = UnityEngine.Random.Range(this.minInterval, maxInterval);
             this.CreateZombie(zombieDealer);
             this.nowCount++;
             zombieDealer.nowCount++;
         }
     }
 }
示例#4
0
 private void ClearZombieInformation()
 {
     StgZombieBornDealer.Clear();
     ZombieAudioManager.INSTANCE.ClearAll();
 }