Beispiel #1
0
    //bool isHasPlayerACAudio = false;

    protected virtual void GetAC()
    {
        //判断有没有 攻击动作 没有直接退出
        if (!_gameBody.GetDB().animation.HasAnimation(ACName))
        {
            print("没有攻击动作 直接退出!!");
            ReSetAll();
            return;
        }

        //防止 侦听 进入 gamebody
        _gameBody.IsSFSkill = true;

        //转向


        //收招延迟时间
        if (ACOverYCTimes != 0)
        {
            _gameBody.GetACMsgOverYC(ACOverYCTimes);
        }

        //角色 释放动作
        print(" ********************************************************** @@@@@@@@@@@@@@@   acName    " + ACName);
        _gameBody.GetAcMsg(ACName);
        //if (!isHasPlayerACAudio)
        //{
        //    isHasPlayerACAudio = true;

        //}
        if (ACAudio)
        {
            ACAudio.Play();
        }
        //print("  临时 提高硬直   "+AddYZ);
        if (AddYZ != 0)
        {
            GetComponent <TempAddValues>().TempAddYZ(AddYZ, AddYZTimes);
        }

        //起始效果 提示音 光 提示特效 等

        //这里是否有 什么释放动作  慢动作 减速 +硬直 等   地上的前置特效

        //起手慢动作

        if (qishoudongzuoyanchi != 0)
        {
            _gameBody.GetPause(qishoudongzuoyanchi, 0);
        }
        //print("_gameBody.GetDB().animation.timeScale:       "+ _gameBody.GetDB().animation.timeScale);
        //_gameBody.GetDB().animation.timeScale = 0;
        //print("_gameBody.GetDB().animation.timeScale2 :       " + _gameBody.GetDB().animation.timeScale);
    }
Beispiel #2
0
    // Update is called once per frame
    void Update()
    {
        //print("----------------------------------------------------------------->     "+GlobalTools.GetRandomNum(2));


        JiShuQi();

        if (GetComponent <RoleDate>().isDie)
        {
            init();
            return;
        }

        if (GetComponent <RoleDate>().isBeHiting)
        {
            init();
            return;
        }

        if (!isFanjiing)
        {
            return;
        }

        if (isGongjiing && _gameBody.IsAtkOver())
        {
            init();
            return;
        }


        if (isQhuaing)
        {
            if (_gameBody.GetQianhuaOver())
            {
                isQhuaing = false;
            }
            return;
        }



        if (_gameBody && _gameBody.GetBackUpOver())
        {
            if (isQianHua && !isQianh)
            {
                isQianh   = true;
                isQhuaing = true;
                //qianhua
                _gameBody.Qianhua();
                return;
            }


            if (!isGongji)
            {
                isGongji = true;
                //判断是否包含该攻击动作 没有的话 返回
                //if (!_gameBody.IsHanAC(FANJI))
                //{
                //    isGongji = false;
                //    isFanjiing = false;
                //    return;
                //}

                //判断是否是技能攻击
                if (skillAtkName != "")
                {
                    string[] strArr    = skillAtkName.Split('|');
                    int      length    = strArr.Length;
                    string   _skilName = skillAtkName;
                    if (length > 1)
                    {
                        int i = GlobalTools.GetRandomNum(length);
                        print("  fanjinums  i =     " + i);
                        _skilName = strArr[i];
                    }
                    print(" ******************************************反击的 技能名字   " + _skilName);


                    if (GetComponent <AIAirBase>())
                    {
                        GetComponent <AIAirBase>().GetAtkFSByName(_skilName);
                    }
                    else
                    {
                        GetComponent <AIBase>().GetAtkFSByName(_skilName);
                    }

                    init();
                    return;
                }
                else
                {
                    _gameBody.GetAtk(FANJI);
                }

                if (atkDelayTimes != 0)
                {
                    _gameBody.GetPause(atkDelayTimes);
                }
                isGongjiing = true;
                //print("-------------------------------------------------------反击");
                //是否提高硬直
                if (isAddYZ)
                {
                    GetComponent <RoleDate>().addYZ(addYZNum);
                    isHasHFYZ = false;
                }
            }
        }
    }