public bool IsShowOut() { //if (!IsShowing) return false; if (YinShenType == 2) { ShowYinShenTX(); _db.animation.Stop(); _gameBody.GetStand(); _aiAirBase.ZhuanXiang(); IsShowing = false; _roledate.isCanBeHit = true; return(true); } //print("隐身后 显示 show!!!!"); if (!_db.animation.HasAnimation(ShowACName)) { IsShowing = false; //_roledate.isCanBeHit = true; ShowEnd(); print(" 没有显示动作 隐身流程走完!!!! "); return(true); } //print(1); if (_db.animation.lastAnimationName == ShowACName && _db.animation.isCompleted) { IsShowing = false; //print(2); ShowEnd(); print(" -----> 隐身 显示 完成!!!!!"); return(true); } if (_db.animation.lastAnimationName != ShowACName) { _gameBody.GetAcMsg(ShowACName); //最好是在 动作里面做短 _gameBody.SetACPlayScale(showACSpeed); } return(false); }
// Update is called once per frame void Update() { if (_isGetOver) { return; } if (_roleDate.isDie || _roleDate.isBeHiting) { ReSetAll(); TheSkillOver(); DieOrBehit(); _isGetOver = true; //_gameBody.GetPlayerRigidbody2D().velocity = Vector2.zero; print(this.name + " ----over !!! "); return; } ChongqiOver(); if (_player == null) { _player = GlobalTools.FindObjByName("player"); } if (_player == null) { return; } if (IsCanZhuanxiang && AtkDistances != 0 && !IsInAtkDistances) { if (GetComponent <AIAirBase>()) { //print("金利来的 是 空中的吗?????"); //if (GetComponent<AIAirBase>().NearRoleInDistance(AtkDistances)) //{ // if (!IsInAtkDistances) // { // IsInAtkDistances = true; // GetComponent<AIBase>().ZhuanXiang(); // } //} if (GetComponent <AIAirRunNear>().ZhijieMoveToPoint(_player.transform.position, AtkDistances, 0.5f)) { if (!IsInAtkDistances) { IsInAtkDistances = true; GetComponent <AIBase>().ZhuanXiang(); } } } else { print(" rzb " + AtkDistances); if (GetComponent <AIBase>() && GetComponent <AIBase>().NearRoleInDistance(AtkDistances)) { if (!IsInAtkDistances) { IsInAtkDistances = true; CQJishiNums = 0; GetComponent <AIBase>().ZhuanXiang(); } } } } else { if (!IsZhuangxiang) { IsZhuangxiang = true; CQJishiNums = 0; if (IsCanZhuanxiang) { GetComponent <AIBase>().ZhuanXiang(); } //这里 要 特别 注意 很多 怪不能动 就是这里 导致的 GetStand 会ResetAll(); **** 注意处理 不能动 就 -->> IsResetInStand = false if (IsResetInStand) { _gameBody.GetStand(); } //if (GetComponent<AIBase>().thePlayer.transform.position.x > this.gameObject.transform.position.x) //{ // GetComponent<GameBody>().TurnRight(); //} //else //{ // GetComponent<GameBody>().TurnLeft(); //} print("?????zhuanxiang stand!!!"); } print(" ----> SkillStarting!!!"); SkillStarting(); } }