Beispiel #1
0
    float high_distance = 4;  //AI与Player的高度差小于这个值,停止高度追踪
    ///<summary>AI按键输入合集</summary>
    void AiTakeKey()
    {
        transform_player = gObj_Player.GetComponent <Transform>();

        if (all_attack_flag)
        {
            AI_all_attack();
        }
        else
        {
            attackSystem.set_AttackObject_number(1);
            wuqi_number = 2;
            if (follow_flag)
            {
                if (Mathf.Abs(transform_player.position.x - transform.position.x) > far_distance || Mathf.Abs(transform_player.position.z - transform.position.z) > far_distance ||
                    Mathf.Abs(transform_player.position.y - transform.position.y) > high_distance || !is_onFloor)        //水平方向追踪
                {
                    if (Mathf.Abs(transform_player.position.x - transform.position.x) > 2f || Mathf.Abs(transform_player.position.z - transform.position.z) > 2f)
                    {
                        w_downing = true;
                        v         = 1;
                    }
                    else
                    {
                        w_downing = false;
                        v         = 0;
                    }
                    mouse0_downing = false;
                }
                else
                {
                    w_downing      = false;
                    v              = 0;
                    mouse0_downing = true;
                }

                if (transform_player.position.y - transform.position.y > high_distance)
                {
                    high_follow_flag = true;
                }
                high_follow();                 //高度追踪
            }
            else
            {
                if (transform_player.position.y - transform.position.y > high_distance)
                {
                    high_follow_flag = true;
                }
                high_follow();                //高度追踪
                mouse0_downing = true;
            }
        }
    }
Beispiel #2
0
    ///<summary>记录选择的武器号码,设置选择某一武器时应有的UI</summary>
    void setWuqi_number()
    {
        if (!additional_ani_doing && !action_ani_doing)
        {
            if (Input.GetKeyDown(KeyCode.Alpha1))
            {
                wuqi_number = 1;
            }
            if (Input.GetKeyDown(KeyCode.Alpha2))
            {
                wuqi_number = 2;
            }
            if (Input.GetKeyDown(KeyCode.Alpha3))
            {
                wuqi_number = 3;
            }

            if (Input.GetAxis("Mouse ScrollWheel") < 0)
            {
                if (wuqi_number < 3)
                {
                    wuqi_number++;
                }
            }
            if (Input.GetAxis("Mouse ScrollWheel") > 0)
            {
                if (wuqi_number > 0)
                {
                    wuqi_number--;
                }
            }

            if (wuqi_number == 1)
            {
                action_ani_arraynumber = 0; wuqilan.setOnesUp(wuqi_number - 1); attackSystem.set_AttackObject_number(0);
            }
            else if (wuqi_number == 2)
            {
                wuqilan.setOnesUp(wuqi_number - 1); attackSystem.set_AttackObject_number(1);
            }
            else if (wuqi_number == 3)
            {
                action_ani_arraynumber = 1; wuqilan.setOnesUp(wuqi_number - 1); attackSystem.set_AttackObject_number(2);
            }
        }
    }
    ///<summary>互斥动作中攻击部分的处理</summary>
    void huchi_action_gongji()
    {
        if (Input.GetKeyDown(KeyCode.Mouse0)) //按下鼠标左键
        {
            if (wuqi_number == 1)             //一号武器
            {
                if (action_ani_number < action_ani_name[action_ani_arraynumber].Length)
                {
                    if (mouse0_keytime - action_ani_lasttime > action_ani_doingtime[action_ani_arraynumber][max(action_ani_number - 1, 0)] || action_ani_number == 0)
                    {
                        action_ani_lasttime = Time.fixedTime;
                        if (action_ani_number - 1 >= 0)
                        {
                            ani.SetBool(action_ani_name[action_ani_arraynumber][action_ani_number - 1], false);
                        }
                        ani.SetBool(action_ani_name[action_ani_arraynumber][action_ani_number], true);
                        action_ani_number++;
                        action_ani_doing = true;
                        trailingmesh_1.setVisual();
                        trailingmesh_2.setVisual();
                    }
                }
            }
            if (wuqi_number == 3)         //三号武器
            {
                if (action_ani_number < action_ani_name[action_ani_arraynumber].Length)
                {
                    if (mouse0_keytime - action_ani_lasttime > action_ani_doingtime[action_ani_arraynumber][max(action_ani_number - 1, 0)] || action_ani_number == 0)
                    {
                        action_ani_lasttime = Time.fixedTime;
                        if (action_ani_number - 1 >= 0)
                        {
                            ani.SetBool(action_ani_name[action_ani_arraynumber][action_ani_number - 1], false);
                        }
                        ani.SetBool(action_ani_name[action_ani_arraynumber][action_ani_number], true);
                        action_ani_number++;
                        action_ani_doing = true;
                        // trailingmesh_1.setVisual();
                        // trailingmesh_2.setVisual();
                    }
                }
            }
            if (wuqi_number == 4)         //四号武器
            {
                if (action_ani_number < action_ani_name[action_ani_arraynumber].Length)
                {
                    if (mouse0_keytime - action_ani_lasttime > action_ani_doingtime[action_ani_arraynumber][max(action_ani_number - 1, 0)] || action_ani_number == 0)
                    {
                        action_ani_lasttime = Time.fixedTime;
                        if (action_ani_number - 1 >= 0)
                        {
                            ani.SetBool(action_ani_name[action_ani_arraynumber][action_ani_number - 1], false);
                            attackSystem.set_AttackObject_number(4);
                        }
                        else
                        {
                            attackSystem.set_AttackObject_number(3);
                        }
                        ani.SetBool(action_ani_name[action_ani_arraynumber][action_ani_number], true);
                        action_ani_number++;
                        action_ani_doing = true;
                    }
                }
            }
        }

        if (action_ani_doing)       //当互斥动画进行时
        {
            if (Time.fixedTime - action_ani_lasttime < action_ani_doingtime[action_ani_arraynumber][action_ani_number - 1])
            {
                if (wuqi_number == 1)             //一号武器的动作效果
                {
                    transform.Translate(Vector3.forward * speed * Time.deltaTime);
                }
                if (wuqi_number == 3)             //三号武器的动作效果
                {
                    // transform.Translate(Vector3.forward*speed*2.5f*Time.deltaTime);
                    if (!is_onFloor)
                    {
                        transform.Translate(Vector3.up * -g_inScene * Time.deltaTime);
                    }
                }
                if (wuqi_number == 4)             //四号武器的动作效果
                {
                    if (action_ani_number == 1)
                    {
                        transform.Translate(Vector3.forward * speed * 2f * Time.deltaTime);
                    }
                    transform.Translate(Vector3.forward * speed * 0.5f * Time.deltaTime);
                }
            }

            if (wuqi_number == 1)         //一号武器的攻击效果
            {
                if (Time.fixedTime - action_ani_lasttime >= action_ani_doingtime[action_ani_arraynumber][action_ani_number - 1] && Time.fixedTime - action_ani_lasttime <= action_ani_doingtime[action_ani_arraynumber][action_ani_number - 1] + 0.01f)
                {
                    attackSystem.set_Attack_flag(true);                    //创建或现实攻击用物体
                }
            }
            if (wuqi_number == 3)         //三号武器的攻击效果
            {
                if (Time.fixedTime - action_ani_lasttime >= action_ani_doingtime[action_ani_arraynumber][action_ani_number - 1] - 0.4f && Time.fixedTime - action_ani_lasttime <= action_ani_doingtime[action_ani_arraynumber][action_ani_number - 1] - 0.39f)
                {
                    attackSystem.set_Attack_flag(true);                    //创建或现实攻击用物体
                }
            }
            if (wuqi_number == 4)         //四号武器的攻击效果
            {
                if (Time.fixedTime - action_ani_lasttime >= action_ani_doingtime[action_ani_arraynumber][action_ani_number - 1] && Time.fixedTime - action_ani_lasttime <= action_ani_doingtime[action_ani_arraynumber][action_ani_number - 1] + 0.01f)
                {
                    attackSystem.set_Attack_flag(true);                    //创建或现实攻击用物体
                }
            }


            if (Time.fixedTime - action_ani_lasttime > action_ani_delaytime[action_ani_arraynumber][action_ani_number - 1])     //倒计时
            {
                ani.SetBool(action_ani_name[action_ani_arraynumber][action_ani_number - 1], false);
                ani.SetBool("defult", true);
                action_ani_number = 0;
                action_ani_doing  = false;
                trailingmesh_1.setUnVisual();
                trailingmesh_2.setUnVisual();
            }

            setWASDandSpaceDefult();            //将WASD和空格相关的动画设置为默认状态
        }
        else
        {
            WASD_and_Space_Down();            //按下WASD和空格键时的反应
        }
    }