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hack and slash
玖色琉璃-轮回
生如浮萍,命飘零;幸得良人,须自珍。
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EnemyAI
using UnityEngine;using System.Collections;public class EnemyAI : MonoBehaviour { public Transform target; public int moveSpeed; public int rotationSpeed; public int maxDistance; private Tra原创 2012-07-28 14:08:30 · 948 阅读 · 0 评论 -
GameSettings.cs
using UnityEngine;using System.Collections;using System;public class GameSettings : MonoBehaviour { void Awake () { DontDestroyOnLoad(this); } public void SaveCharacterData () { GameObj原创 2012-07-30 08:33:29 · 823 阅读 · 0 评论 -
PlayerCharacter.cs
public class PlayerCharacter : BaseCharacter { }原创 2012-07-29 15:44:20 · 569 阅读 · 0 评论 -
ModifiedStat.cs
/// /// ModifiedStat.cs/// High Sword/// July 27, 2012/// /// This is the base class for all stats that will be modifiable by attributes /// using System.Collections.Generic; // Generic was原创 2012-07-29 15:42:11 · 492 阅读 · 0 评论 -
Attribute.cs
/// /// Attribute.cs/// High Sword/// July 27, 2012/// /// This is the class for all of the character attributes in-game/// public class Attribute : BaseStat { new public const int STARTING_E原创 2012-07-29 15:40:45 · 460 阅读 · 0 评论 -
PlayerHealth
using UnityEngine;using System.Collections;public class PlayerHealth : MonoBehaviour { public int maxHealth = 100; public int curHealth = 100; public float healthBarLength; // Use this for in原创 2012-07-28 14:07:51 · 643 阅读 · 0 评论 -
CharacterGenerator.cs
using UnityEngine;using System.Collections;using System;public class CharacterGenerator : MonoBehaviour { private PlayerCharacter _toon; private const int START_POINTS = 350; private const int原创 2012-07-29 15:43:03 · 612 阅读 · 0 评论 -
BaseStat.cs
/// /// BaseStat.cs/// High Sword/// July 27, 2012/// /// This is the base class for a stats in game/// public class BaseStat { public const int STARTING_EXP_COST = 100; // publicly accessable原创 2012-07-29 15:41:22 · 480 阅读 · 0 评论 -
EnemyAttack
using UnityEngine;using System.Collections;public class EnemyAttack : MonoBehaviour { public GameObject target; public float attackTimer; public float coolDown; // Use this for initialization原创 2012-07-28 14:10:50 · 594 阅读 · 0 评论 -
PlayerAttack
using UnityEngine;using System.Collections;public class PlayerAttack : MonoBehaviour { public GameObject target; public float attackTimer; public float coolDown; // Use this for initializatio原创 2012-07-28 14:06:54 · 720 阅读 · 0 评论 -
Vital.cs
public class Vital : ModifiedStat { private int _curValue; public Vital () { _curValue = 0; ExpToLevel = 40; LevelModifier = 1.1f; } public int CurValue { get{ if (_curValue > Adjus原创 2012-07-29 15:43:57 · 404 阅读 · 0 评论 -
Skill.cs
public class Skill : ModifiedStat { private bool _known; public Skill () { _known = false; ExpToLevel = 25; LevelModifier = 1.1f; } public bool Known { get{return _known;} set{_known原创 2012-07-29 15:43:34 · 434 阅读 · 0 评论 -
EnemyHealth
using UnityEngine;using System.Collections;public class EnemyHealth : MonoBehaviour { public int maxHealth = 100; public int curHealth = 100; public float healthBarLength; // Use this for ini原创 2012-07-28 14:09:58 · 543 阅读 · 0 评论 -
Targetting
using UnityEngine;using System.Collections;using System.Collections.Generic; // which include Genericpublic class Targetting : MonoBehaviour { public List targets; public Transform selectedTarge原创 2012-07-28 14:09:13 · 748 阅读 · 0 评论 -
GameMaster.cs
using UnityEngine;using System.Collections;public class GameMaster : MonoBehaviour { public GameObject playerCharacter; public GameObject gameSettings; public Camera mainCamera; public float原创 2012-07-30 08:33:54 · 712 阅读 · 0 评论