private void Awake()
 {
     this.trans     = this.transform;
     this.ani       = this.GetComponent <Animator>();
     this.attacker  = this.GetComponent <Attacker>();
     this.scanEnemy = this.GetComponentInChildren <ScanEnemy>();
     aiEnable       = true;
     this.Walk      = true;
     this.Running   = false;
 }
Beispiel #2
0
    public bool Cast(Attacker caster)
    {
        if (this.SkillType == SkillType.Target && caster.Target == null)
        {
            return(false);
        }
        if (caster.manaPoint.CurValue < this.Cost)
        {
            return(false);
        }
        if (this.castTime != 0 && this.castTime + this.CoolDown > UnityEngine.Time.time)
        {
            return(false);
        }
        this.castTime = UnityEngine.Time.time;
        caster.manaPoint.AddValue(-(int)this.Cost);
        int range = this.SkillType == SkillType.RangeShort?20:this.SkillType == SkillType.RangeMid?50:100;

        switch (this.SkillType)
        {
        case SkillType.Self:
            caster.OnSkillCast(this, caster);
            break;

        case SkillType.Target:
            caster.Target.OnSkillCast(this, caster);
            break;

        case SkillType.Both:
            caster.Target.OnSkillCast(this, caster);
            caster.OnSkillCast(this, caster);
            break;

        case SkillType.RangeShort:
        case SkillType.RangeMid:
        case SkillType.RangeLong:
            ScanEnemy se = caster.GetComponent <ScanEnemy>();
            se.Enemies.ForEach((trans) => {
                trans.GetComponent <Attacker>().OnSkillCast(this, caster);
            });
            break;

        default:
            break;
        }

        AddExp(Random.Range(5, 15));

        return(true);
    }