Ejemplo n.º 1
0
	// Update is called once per frame
	void Update () {

        if (Input.GetMouseButtonDown(0))
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hitinfo;

            // LayerMask mask = 1 << LayerMask.NameToLayer("GroundLayer");

            bool isCollider = Physics.Raycast(ray, out hitinfo);

            if (isCollider)
            {
                if (hitinfo.collider.transform.parent.GetComponent<DBaseFightRole>() != null)
                {
                    cur_role = hitinfo.collider.transform.parent.GetComponent<DBaseFightRole>();
                    pname.text = cur_role.name;
                    roleskill = hitinfo.collider.transform.parent.GetComponent<FightRoleSkill>();
                };
            }
        }
	}
Ejemplo n.º 2
0
    public void setSide(int fside,int roleid,Vector3 pos,Vector3 rotate)
    {
        side = fside;

        roledata = new DRoleData(roleid);

       // GameObject rolemodel = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/RPG/actors/" + roledata.defaultRoledata.modelUrl + ".prefab",typeof(GameObject)) as GameObject;

        GameObject rolemodel = ResourceManager.loadAsset<GameObject>("Assets/RPG/actors/" + roledata.defaultRoledata.modelUrl + ".prefab");
        roleModel = GameObject.Instantiate(rolemodel) as GameObject;
        //agent = roleModel.GetComponent<NavMeshAgent>();
        roleModel.transform.position = pos;
        roleModel.transform.parent = transform;
        //if(fside == 0)
       // roleModel.tag = Tags.enemy;

        rolelastpos = pos;
        roleModel.transform.localEulerAngles = rotate;
       // roleModel.transform.localScale = new Vector3(8, 8, 8);
        animatorControl = roleModel.AddComponent<DAnimatorController>();
        cc = roleModel.GetComponent<CharacterController>();
        bodyRadius = cc.radius;
        bodyHeight = cc.height;
        cc.enabled = false;

        agent = roleModel.AddComponent<NavMeshAgent>();
       // obstacle = roleModel.AddComponent<NavMeshObstacle>();
        agent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance;
        agent.autoRepath = true;
        agent.radius = bodyRadius;
        agent.height = bodyHeight;
      //  obstacle.radius = bodyRadius;
       // obstacle.carving = true;
        skillManager = gameObject.AddComponent<FightRoleSkill>();
        skillManager.initSkill(roledata.defaultRoledata.skillIdList);

        followfight = gameObject.AddComponent<FollowFighter>();

        hpbarui = gameObject.AddComponent<HpBarControl>();

        StartCoroutine(resetModelPos());
        

    }