示例#1
0
        public bool OnEvent(IEvent e)
        {
            Type eventType = e.GetType();

            // 자기 타일에 몬스터가 들어오거나 나갈 때 리스트에서 제거
            if (eventType == typeof(TileEnterEvent))
            {
                TileEnterEvent enterEvent = e as TileEnterEvent;
                if (enterEvent.EnterTilePos.x == tileTransform.position.x && enterEvent.EnterTilePos.z == tileTransform.position.z)
                {
                    containMonsterUnitList.Add((MonsterUnit)enterEvent.EnterUnit);

                    //Debug.Log(tileTransform.position + " 몬스터 IN " + containMonsterUnitList.Count);
                }
                return(true);
            }
            else if (eventType == typeof(TileLeaveEvent))
            {
                TileLeaveEvent leaveEvent = e as TileLeaveEvent;
                if (leaveEvent.LeaveTilePos.x == tileTransform.position.x && leaveEvent.LeaveTilePos.z == tileTransform.position.z)
                {
                    containMonsterUnitList.Remove((MonsterUnit)leaveEvent.LeaveUnit);

                    //Debug.Log(tileTransform.position + " 몬스터 OUT " + containMonsterUnitList.Count);
                }
                return(true);
            }
            else if (eventType == typeof(MonsterDeadEvent))
            {
                MonsterDeadEvent deadEvent = e as MonsterDeadEvent;
                if (deadEvent.DeadPos.x == tileTransform.position.x && deadEvent.DeadPos.z == tileTransform.position.z)
                {
                    containMonsterUnitList.Remove(deadEvent.DeadUnit);
                    //Debug.Log(tileTransform.position + " 몬스터 Dead " + containMonsterUnitList.Count);
                }
                return(true);
            }
            else if (eventType == typeof(PlayerUnitSummonEvent))
            {
                PlayerUnitSummonEvent summonEvent = e as PlayerUnitSummonEvent;
                if (summonEvent.SummonTilePos.x == tileTransform.position.x && summonEvent.SummonTilePos.z == tileTransform.position.z)
                {
                    containPlayerUnit = summonEvent.SummonUnit;
                    //Debug.Log(tileTransform.position + " 유닛 Summon " + containPlayerUnit);
                }
                return(true);
            }
            else if (eventType == typeof(PlayerUnitDeadEvent))
            {
                PlayerUnitDeadEvent deadEvent = e as PlayerUnitDeadEvent;
                if (deadEvent.DeadPos.x == tileTransform.position.x && deadEvent.DeadPos.z == tileTransform.position.z)
                {
                    containPlayerUnit = null;
                    //Debug.Log(tileTransform.position + " 유닛 Dead " + containPlayerUnit);
                }
                return(true);
            }
            return(false);
        }
示例#2
0
        public static TileLeaveEvent Create(Vector3Int tilePos, Unit unit)
        {
            TileLeaveEvent e = new TileLeaveEvent();

            e.LeaveTilePos = tilePos;
            e.LeaveUnit    = unit;

            return(e);
        }
示例#3
0
 protected void Walk(float dt)
 {
     monsterTransform.position = Vector3.MoveTowards(monsterTransform.position, pathList[0], dt * speed);
     // 거리가 특정 거리 이하 일때 발생
     if (Vector3.Distance(monsterTransform.position, pathList[0]) <= 0.1)
     {
         currentState = MonsterUnitState.SetPath;
     }
     else if (Vector3.Distance(monsterTransform.position, pathList[0]) <= 0.5 && pathList[0] != UnitPosition)
     {
         // 절반정도 진입했으면 TileEnter, TileLeave발행하고 포함된 타일 변경 + 적이 있는지 체크
         GameManager.Instance.MessageSystem.Publish(TileLeaveEvent.Create(UnitPosition, this));
         UnitPosition = pathList[0];
         GameManager.Instance.MessageSystem.Publish(TileEnterEvent.Create(UnitPosition, this));
         if (CheckPlayerUnit())
         {
             currentState = MonsterUnitState.Attack;
         }
     }
 }