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46 lines
1.4 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
namespace Game
{
public partial class LevelNodeMonsterWave : LevelNode, ILevelMonsterWave
{
[Rename("攻击周期(秒)")] public float attackRound;
[Rename("攻击频率(秒/次)")] public float attackFrequency;
[Rename("攻击次数")] public int attackTimes;
[Rename("近战人数")] public int attackerMelee;
[Rename("远程人数")] public int attackerLongRange;
private int _waveIndex;
private LevelNodeMonster[] _monsterList;
private readonly Dictionary<EAIModuleType, int> _numAttackerDict = new Dictionary<EAIModuleType, int>();
public override void OnInit()
{
_monsterList = GetComponentsInChildren<LevelNodeMonster>();
for (EAIModuleType i = 0; i < EAIModuleType.Max; i++)
{
_numAttackerDict[i] = 0;
}
_numAttackerDict[EAIModuleType.Melee] = attackerMelee;
_numAttackerDict[EAIModuleType.LongRange] = attackerLongRange;
}
public LevelNodeMonster[] GetMonsters()
{
return _monsterList;
}
public void SetWaveIndex(int index)
{
_waveIndex = index;
}
public int GetWaveIndex()
{
return _waveIndex;
}
}
}