public void setScaredBullet(ScaredBullet scaredBullet) { bulletSpe.scaredBullet = scaredBullet; Debug.Log("子弹特效更新:" + "\r\n" + "恐惧属性: " + bulletSpe.scaredBullet.scaredEffect + "\r\n" + "恐惧概率: " + bulletSpe.scaredBullet.sacredPercent); }
//判断恐惧效果 public void getScared(enemy_property enemyProperty, ScaredBullet scaredBullet) { int num = Random.Range(1, 101); if (num <= scaredBullet.sacredPercent) { Debug.Log("敌人被恐惧"); enemyProperty.scared = true; } }
//检查子弹的特殊效果 override public void checkBulletEffect(GameObject enemy, GameObject bullet) { bullet_property bulletProperty = bullet.GetComponent <bullet_property> (); enemy_property enemyProperty = enemy.GetComponent <enemy_property> (); if (bulletProperty) { //是否具有恐惧效果 if (bulletProperty.bulletSpe.scaredBullet.scaredEffect) { ScaredBullet scaredBullet = bulletProperty.bulletSpe.scaredBullet; getScared(enemyProperty, scaredBullet); } } }