void Awake() { PlayerProperty = GameObject.FindGameObjectWithTag("Player").GetComponent <shuxing>(); Camb = 0; times = skill[Camb].Times; //初始化数据 }
void Awake() { IsDie = false; Property = this.GetComponent <shuxing>(); motor = GetComponent <RPGMotor>(); myAnimator = GetComponent <Animator>(); cameraTramsform = Camera.main.transform; myCapCollider = GetComponent <CapsuleCollider>(); }
void Awake() { Property = this.GetComponent <shuxing>(); attnum = 0; CameraEffect = Camera.main.GetComponent <RadialBlur>(); touji = Camera.main.GetComponent <toujicamera>(); player = this.transform.parent.gameObject; mymotor = this.transform.parent.GetComponent <RPGMotor>(); myAnimator = GetComponent <Animator>(); cameraTransform = Camera.main.transform; myCapCollider = GetComponent <CapsuleCollider>(); }
public static void shuxingshezhi(object sender, EventArgs e) { shuxing f = new shuxing(); //f.StartPosition = FormStartPosition.CenterScreen;//窗体位置在屏幕中间 f.StartPosition = FormStartPosition.CenterParent;//窗体在其父窗口中间 // f.StartPosition = FormStartPosition.Manual;//窗体在有其空间的Location属性而定 // f.StartPosition =FormStartPosition.WindowsDefaultBounds;//窗体位置由Windows默认位置决定,窗体大小也是Windows默认大小 // f.StartPosition =FormStartPosition.WindowsDefaultLocation//窗体位置是Windows默认,大小在窗体大小中确定 // f.Owner = this; //f.Txt = "aaaa"; f.ShowDialog();//此时不能操作后边的窗体 }
IEnumerator State(shuxing enemyshuxing, SkillProperty name, float addState, float keeptime) { switch (name) { case SkillProperty.Attack: if (keeptime <= 0) { enemyshuxing.Attack1 += addState; } else { enemyshuxing.Attack1 += addState; yield return(new WaitForSeconds(keeptime)); enemyshuxing.Attack1 -= addState; } break; case SkillProperty.DEF: if (keeptime <= 0) { enemyshuxing.DEF1 += addState; } else { enemyshuxing.DEF1 += addState; yield return(new WaitForSeconds(keeptime)); enemyshuxing.DEF1 -= addState; } break; case SkillProperty.Field: if (keeptime <= 0) { enemyshuxing.Field1 += addState; } else { enemyshuxing.Field1 += addState; yield return(new WaitForSeconds(keeptime)); enemyshuxing.Field1 -= addState; } break; case SkillProperty.HP: if (keeptime <= 0) { enemyshuxing.HP1 += addState; } else { enemyshuxing.HP1 += addState; yield return(new WaitForSeconds(keeptime)); enemyshuxing.HP1 -= addState; } break; case SkillProperty.HPre: if (keeptime <= 0) { enemyshuxing.HPre1 += addState; } else { enemyshuxing.HPre1 += addState; yield return(new WaitForSeconds(keeptime)); enemyshuxing.HPre1 -= addState; } break; case SkillProperty.MoveSpeed: if (keeptime <= 0) { enemyshuxing.MoveSpeed1 += addState; } else { enemyshuxing.MoveSpeed1 += addState; yield return(new WaitForSeconds(keeptime)); enemyshuxing.MoveSpeed1 -= addState; } break; } }
public void ShangHaiJiSuan(shuxing enemyshuxing, SkillProperty name, float addState, float keeptime) { StartCoroutine(State(enemyshuxing, name, addState, keeptime)); }
void Awake() { Info = this.GetComponent <shuxing>(); }
private float Dtimes1 = 0; //中毒掉血效果出发时间 void Start() { dote = Buff.Null; sx = this.GetComponent <shuxing>(); att = GameObject.FindGameObjectWithTag("Player").GetComponent <shuxingd>(); }