本文整理汇总了C#中Enemy类的典型用法代码示例。如果您正苦于以下问题:C# Enemy类的具体用法?C# Enemy怎么用?C# Enemy使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Enemy类属于命名空间,在下文中一共展示了Enemy类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Start
// Use this for initialization
void Start()
{
pool = GameObject.FindGameObjectWithTag("DungeonManager").GetComponent<DungeonManager>().getPool();
enemyList = new List<Enemy>();
string path = Application.dataPath + @"/Resources/XML/EnemyList.xml";
XmlReader xmlReader = XmlReader.Create(path);
while(xmlReader.Read ())
{
if((xmlReader.NodeType == XmlNodeType.Element) && (xmlReader.Name == "Enemy"))
{
if(xmlReader.HasAttributes)
{
if (xmlReader.GetAttribute("pool") == pool)
{
Enemy tempEnemy = new Enemy();
tempEnemy.charName = xmlReader.GetAttribute("name");
//tempEnemy. = xmlReader.GetAttribute("desc");
tempEnemy.health = int.Parse(xmlReader.GetAttribute("health"));
tempEnemy.strength = int.Parse(xmlReader.GetAttribute("str"));
tempEnemy.endurance = int.Parse(xmlReader.GetAttribute("end"));
tempEnemy.agility = int.Parse(xmlReader.GetAttribute("agi"));
tempEnemy.magicSkill = int.Parse(xmlReader.GetAttribute("mag"));
tempEnemy.luck = int.Parse(xmlReader.GetAttribute("luck"));
tempEnemy.range = int.Parse(xmlReader.GetAttribute("range"));
tempEnemy.drop = xmlReader.GetAttribute("drop");
tempEnemy.image = xmlReader.GetAttribute("image");
enemyList.Add(tempEnemy);
}
}
}
}
//Debug.Log("Possible enemies: " + enemyList.Count);
populateFloor();
}
示例2: ShowEffect
public void ShowEffect(Enemy enemy)
{
if(Effectt_Prb == null)
{
Effectt_Prb = Resources.Load("eft/Gamora/SkillEft_GAMORA30AB") as GameObject;
}
GameObject front = Instantiate(Effectt_Prb) as GameObject;
front.transform.parent = enemy.transform;
front.transform.localPosition = new Vector3(0,500,-15);
GameObject behind = Instantiate(Effectt_Prb) as GameObject;
behind.transform.parent = enemy.transform;
behind.transform.localPosition = new Vector3(0,500,100);
effects.Add(front);
effects.Add(behind);
if (targets.ContainsKey(enemy.getID())){
targets[enemy.getID()] = effects.Count-2;
}
else{
targets.Add(enemy.getID(), effects.Count-2);
}
PackedSprite ps = front.GetComponent<PackedSprite>();
ps.Color = new Color(ps.Color.r, ps.Color.g,ps.Color.b,0.5f);
}
示例3: getPosInEnemyBody
public Vector3 getPosInEnemyBody(Enemy enemy)
{
BoxCollider bc = enemy.collider as BoxCollider;
float randomX = UnityEngine.Random.Range(bc.bounds.min.x,bc.bounds.max.x);
float randomY = UnityEngine.Random.Range(bc.bounds.min.y,bc.bounds.max.y);
return new Vector3(randomX, randomY,0);
}
示例4: Start
// Use this for initialization
IEnumerator Start()
{
spaceship = GetComponent<Spaceship> ();
common = GetComponent<EnemyCommon>();
enemy = GetComponent<Enemy>();
common.Init();
//SE関係
audioSource = gameObject.GetComponent<AudioSource>();
audioSource.clip = shootSE;
//
s2 = common.CreateShotPosition();
pt = FindObjectOfType<Party>().transform;
//FindObjectOfType<MessageWindow>().showMessage("メテオ");
yield return new WaitForEndOfFrame();
//StartCoroutine("Stop");
StartCoroutine("Attack1");
yield break;
}
示例5: Main
static void Main(String[] args)
{
string[] inputs;
// game loop
while (true)
{
int count = int.Parse(Console.ReadLine()); // The number of current enemy ships within range
Console.Error.WriteLine("Count:" + count);
Enemy[] enemys = new Enemy[count];
for (int i = 0; i < count; i++)
{
inputs = Console.ReadLine().Split(' ');
enemys[i] = new Enemy(inputs[0], int.Parse(inputs[1]));
}
Array.Sort(enemys, delegate(Enemy en1, Enemy en2) {
return en1.Dist.CompareTo(en2.Dist);
});
Console.WriteLine(enemys[0].Name);
}
}
示例6: EnemyAggro
public EnemyAggro(Enemy enemy, Transform target) : base(enemy)
{
this.target = target;
enemy.navMeshAgent.SetDestination (target.position);
enemy.navMeshAgent.Resume ();
Begin();
}
示例7: Activate
/// <summary>
/// Load graphics content for the game.
/// </summary>
public override void Activate(bool instancePreserved)
{
if (!instancePreserved)
{
if (content == null)
content = new ContentManager(ScreenManager.Game.Services, "Content");
gameFont = content.Load<SpriteFont>(@"Game\gamefont");
// La map
//Texture2D grassTexture = content.Load<Texture2D>("grass");
//Texture2D pathTexture = content.Load<Texture2D>("path");
level.AddTexture(content.Load<Texture2D>(@"Game\Levels\grass"));
level.AddTexture(content.Load<Texture2D>(@"Game\Levels\path"));
// Enemy
//Texture2D enemyTexture = content.Load<Texture2D>("enemy");
enemy = new Enemy(content.Load<Texture2D>(@"Game\Enemies\enemy"), Vector2.Zero, 100, 10, 0.5f);
enemy.SetWaypoints(level.Waypoints);
// Player
//Texture2D towerTexture = content.Load<Texture2D>("ARROW");
player1 = new Player(this.level, content.Load<Texture2D>(@"Game\Towers\arrow"));
// A real game would probably have more content than this sample, so
// it would take longer to load. We simulate that by delaying for a
// while, giving you a chance to admire the beautiful loading screen.
//Thread.Sleep(1000);
// once the load has finished, we use ResetElapsedTime to tell the game's
// timing mechanism that we have just finished a very long frame, and that
// it should not try to catch up.
ScreenManager.Game.ResetElapsedTime();
}
}
示例8: e_Visit
public override Status e_Visit(Enemy en)
{
if (e_Predicate(en))
return Status.Success;
else
return Status.Fail;
}
示例9: EnemyDie
// update enemy kill counter
public void EnemyDie(Enemy enemy)
{
// update kill amount
KillCountAmount ();
// add gold amount
GoldCountAmount (enemy.gold);
}
示例10: CatWolfAI
public CatWolfAI(Enemy catwolf)
: base(catwolf)
{
viewRange = 15f;
distantToPlayer = 1.3f;
person = (CatWolf)_person;
}
示例11: FindEnemy
// ���ҵ���
void FindEnemy()
{
m_targetEnemy = null;
int lastlife = 0;
foreach (Enemy enemy in GameManager.Instance.m_EnemyList)
{
if (enemy.m_life == 0)
continue;
Vector3 pos1 = this.transform.position;
Vector3 pos2 = enemy.transform.position;
float dist=Vector2.Distance(new Vector2(pos1.x, pos1.z), new Vector2(pos2.x, pos2.z));
if (dist > m_attackArea)
continue;
if (lastlife == 0 || lastlife > enemy.m_life)
{
m_targetEnemy = enemy;
lastlife = enemy.m_life;
}
}
}
示例12: addThreat
public void addThreat(CRController source, float threat)
{
int i=0;
for (; i<_enemies.Count; i++)
{
Enemy enemy = _enemies[i];
if (enemy.controller == source)
{
enemy.threat = enemy.threat + threat;
_enemies[i] = enemy;
break;
}
}
if (i >= _enemies.Count)
{
Enemy enemy = new Enemy();
enemy.controller = source;
enemy.threat = threat;
_enemies.Add(enemy);
}
else
{
if (i > 0 && _enemies[i].threat > _enemies[i-1].threat)
{
Enemy tmp = _enemies[i];
_enemies[i] = _enemies[i-1];
_enemies[i-1] = tmp;
}
}
updateTarget();
}
示例13: RotopollyAI
public RotopollyAI(Enemy c)
: base(c)
{
viewRange = 20f;
person = (Rotopolly)_person;
comboChance = person.setting.runComboChance;
}
示例14: OnEnemyInstantiate
void OnEnemyInstantiate(Enemy enemy)
{
_enemies[_index++] = enemy;
enemy.name = pfEnemy.name;
enemy.spawner = this;
enemy.Respawn();
}
示例15: PlayerEnemyCollide
public void PlayerEnemyCollide(Player player, Enemy enemy)
{
Rectangle playerBox = player.state.GetBoundingBox(player.position);
Rectangle enemyBox = enemy.state.GetBoundingBox(enemy.position);
Rectangle intersection = Rectangle.Intersect(playerBox, enemyBox);
player.interactable = true;
player.interactEnemy = enemy;
if (intersection.Height > intersection.Width)
{
if (playerBox.Right > enemyBox.Left && playerBox.Right < enemyBox.Right)
{
player.position.X -= intersection.Width; // left
}
else
{
player.position.X += intersection.Width; // right
}
}
else if (intersection.Height < intersection.Width)
{
if (playerBox.Bottom > enemyBox.Top && playerBox.Bottom < enemyBox.Bottom)
{
player.position.Y -= intersection.Height; // up
}
else
{
player.position.Y += intersection.Height; // down
}
}
}