Ejemplo n.º 1
0
    public void Skill(Fix64Vector2 actionplace)
    {
        //DoSkill.singing = 0; //停止吟唱中技能
        Fix64Vector2 singplace      = (Fix64Vector2)GetComponent <Rigidbody2D>().position;
        Fix64Vector2 skilldirection = actionplace - singplace;
        Fix64        md64           = (Fix64)maxdistance;
        Fix64        skdl           = skilldirection.Length();
        Fix64        realdistance;

        if (skdl <= md64)
        {
            realdistance = skdl;
        }
        else
        {
            realdistance = md64;
        }
        if (realdistance <= (Fix64)0.51)
        {
            return;
        }   //半径小于自身半径时不施法
        else
        {
            //gameObject.GetComponent<DoSkill>().Fire = null;
            Fix64Vector2 realplace = singplace + skilldirection.normalized() * realdistance;
            Rigidbody2D  selfrb2d  = gameObject.GetComponent <Rigidbody2D>();
            GetComponent <DoSkill>().BeforeSkill();
            //MS.controllable = true;
            currentcooldown = 0;
            skillavaliable  = false;
            Vector2 rpv2 = realplace.ToV2();
            if (Physics2D.OverlapPoint(rpv2))
            {
                Collider2D hit = Physics2D.OverlapPoint(rpv2);
                HPScript   hps = hit.GetComponent <HPScript>();
                if (hps != null)
                {
                    Rigidbody2D rb2d = hit.GetComponent <Rigidbody2D>();
                    selfrb2d.position = rb2d.position;
                    hps.TransferTo(singplace.ToV2());
                }
                else
                {
                    transform.position = rpv2;
                }
            }
            else
            {
                transform.position = rpv2;
            }
        }
    }
Ejemplo n.º 2
0
    public void Skill(Vector2 actionplace)
    {
        //DoSkill.singing = 0; //停止吟唱中技能
        Vector2 singplace      = transform.position;
        Vector2 skilldirection = actionplace - singplace;
        float   realdistance   = Mathf.Min(skilldirection.magnitude, maxdistance);

        if (realdistance <= 0.51)
        {
            return;
        }   //半径小于自身半径时不施法
        else
        {
            //gameObject.GetComponent<DoSkill>().Fire = null;
            Vector2     realplace = singplace + skilldirection.normalized * realdistance;
            Rigidbody2D selfrb2d  = gameObject.GetComponent <Rigidbody2D>();
            GetComponent <DoSkill>().BeforeSkill();
            //MS.controllable = true;
            currentcooldown = 0;
            skillavaliable  = false;
            if (Physics2D.OverlapPoint(realplace))
            {
                Collider2D hit = Physics2D.OverlapPoint(realplace);
                HPScript   hps = hit.GetComponent <HPScript>();
                if (hps != null)
                {
                    Rigidbody2D rb2d = hit.GetComponent <Rigidbody2D>();
                    selfrb2d.position = rb2d.position;
                    hps.TransferTo(singplace);
                }
                else
                {
                    transform.position = realplace;
                }
            }
            else
            {
                transform.position = realplace;
            }
        }
    }