private void Start()
    {
        currentHealth = totalHealth;
        Mummy         = GetComponent <Rigidbody>();
        MummyCollider = GetComponent <Collider>();
        GameObject myRpgGameObject = GameObject.FindGameObjectWithTag("Player");

        myRpg = myRpgGameObject.GetComponent <MyRpgController>();
        //多人游戏版本

        /*GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
         * for(int i = 0;i< players.Length;i++)
         * {
         *  rpgPlayers[i] = players[i].GetComponent<MyRpgController>();
         * }*/
        //单人与多队友
    }
Beispiel #2
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    public static float CalculatePlayerBaseAttackSpeed(MyRpgController myRpgController)
    {
        float baseAttackSpeed = myRpgController.agility * 0.02f;

        return(baseAttackSpeed);
    }
Beispiel #3
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    //基础攻击模块
    public static float CalculatePlayerBaseAttackDamage(MyRpgController myRpgController)
    {
        float baseDamage = myRpgController.strength + Mathf.Floor(myRpgController.strength / 10) * 3;

        return(baseDamage);
    }