protected override void OnShootOnEvent() { GameObject bulletPrefab = ResourceManager.GetInstance.LoadPrefab (TestData.charDB [0].Prefab); GameObject parent = StageManager.SharedInstance.EffectLayer; GameObject bullet = StageManager.SharedInstance.AddToStage (parent, bulletPrefab); baseBullet = bullet.AddComponent<BaseBullet> (); baseBullet.BattleAgent = this.BattleAgent; baseBullet.Speed = 1136.0f / 1000.0f; //从攻击点创建子弹 // Vector3 pos = MapUtil.RelativeMovePosition (this.BattleAgent.BaseSprite.HitPoint, BattleAgent.GameObject.transform); // baseBullet.transform.position = new Vector3 (pos.x, pos.y, this.BattleAgent.GameObject.transform.position.z); baseBullet.transform.position = MapUtil.GetHitPointWorld (this.BattleAgent); AttackMessage message = new AttackMessage (this.BattleAgent, BattleAgent.Targets, 1); baseBullet.FlyToTarget (message); }
protected override void OnUltShootOnEvent() { GameObject bulletPrefab = ResourceManager.GetInstance.LoadPrefab (TestData.charDB[4].Prefab); GameObject parent = StageManager.SharedInstance.EffectLayer; GameObject bullet = StageManager.SharedInstance.AddToStage (parent, bulletPrefab); baseBullet = bullet.AddComponent<BaseBullet> (); baseBullet.BattleAgent = this.BattleAgent; //baseBullet.transform.position = battleAgent.GameObject.transform.position; baseBullet.Speed = 1136.0f / 1000.0f; Vector3 pos = MapUtil.GetHitPointWorld(BattleAgent.Targets[0]); baseBullet.transform.position = pos; baseBullet.FaceTo = this.BattleAgent.BaseSprite.FaceTo; AttackMessage message = new AttackMessage (BattleAgent, BattleAgent.Targets, 1); //baseBullet.FlyToTargetOutScreen (message); baseBullet.FlyToTarget (message); }
protected override void OnUltShootOnEvent() { List<BattleAgent> targets = BattleManager.SharedInstance.GetHeroList(); for (int i = 0; i < targets.Count; i++) { List<BattleAgent> tlist=new List<BattleAgent>(); tlist.Add(targets[i]); GameObject bulletPrefab = ResourceManager.GetInstance.LoadPrefab (TestData.charDB [9].Prefab); GameObject parent = StageManager.SharedInstance.EffectLayer; GameObject bullet = StageManager.SharedInstance.AddToStage (parent, bulletPrefab); baseBullet = bullet.AddComponent<BaseBullet> (); baseBullet.BattleAgent = this.BattleAgent; baseBullet.transform.position = MapUtil.GetHitPointWorld(targets[i]); AttackMessage message = new AttackMessage (BattleAgent, tlist, 1); baseBullet.FlyToTarget (message,0.3f); } }
override protected void OnUltShootOnEvent() { GameObject bulletPrefab = ResourceManager.GetInstance.LoadPrefab(TestData.charDB[4].Prefab); GameObject parent = StageManager.SharedInstance.EffectLayer; GameObject bullet = StageManager.SharedInstance.AddToStage(parent, bulletPrefab); baseBullet = bullet.AddComponent <BaseBullet> (); baseBullet.BattleAgent = this.BattleAgent; //baseBullet.transform.position = battleAgent.GameObject.transform.position; baseBullet.Speed = 1136.0f / 1000.0f; Vector3 pos = MapUtil.GetHitPointWorld(BattleAgent.Targets[0]); baseBullet.transform.position = pos; baseBullet.FaceTo = this.BattleAgent.BaseSprite.FaceTo; AttackMessage message = new AttackMessage(BattleAgent, BattleAgent.Targets, 1); //baseBullet.FlyToTargetOutScreen (message); baseBullet.FlyToTarget(message); }
override protected void OnUltShootOnEvent() { List <BattleAgent> targets = BattleManager.SharedInstance.GetHeroList(); for (int i = 0; i < targets.Count; i++) { List <BattleAgent> tlist = new List <BattleAgent>(); tlist.Add(targets[i]); GameObject bulletPrefab = ResourceManager.GetInstance.LoadPrefab(TestData.charDB [9].Prefab); GameObject parent = StageManager.SharedInstance.EffectLayer; GameObject bullet = StageManager.SharedInstance.AddToStage(parent, bulletPrefab); baseBullet = bullet.AddComponent <BaseBullet> (); baseBullet.BattleAgent = this.BattleAgent; baseBullet.transform.position = MapUtil.GetHitPointWorld(targets[i]); AttackMessage message = new AttackMessage(BattleAgent, tlist, 1); baseBullet.FlyToTarget(message, 0.3f); } }
override protected void OnShootOnEvent() { GameObject bulletPrefab = ResourceManager.GetInstance.LoadPrefab(TestData.charDB [0].Prefab); GameObject parent = StageManager.SharedInstance.EffectLayer; GameObject bullet = StageManager.SharedInstance.AddToStage(parent, bulletPrefab); baseBullet = bullet.AddComponent <BaseBullet> (); baseBullet.BattleAgent = this.BattleAgent; baseBullet.Speed = 1136.0f / 1000.0f; //从攻击点创建子弹 // Vector3 pos = MapUtil.RelativeMovePosition (this.BattleAgent.BaseSprite.HitPoint, BattleAgent.GameObject.transform); // baseBullet.transform.position = new Vector3 (pos.x, pos.y, this.BattleAgent.GameObject.transform.position.z); baseBullet.transform.position = MapUtil.GetHitPointWorld(this.BattleAgent); AttackMessage message = new AttackMessage(this.BattleAgent, BattleAgent.Targets, 1); baseBullet.FlyToTarget(message); }