protected GameObject AttackRangeSemiCircle02; //攻击范围 光效半圆环 循环 public void SetBuildLife(BuildInfo Info, LifeProperty SkinProperty, LifeEnvironment Environment) { if (Info == null || SkinProperty == null) { return; } LifeProperty(SkinProperty); if (Info.m_Skill != null) { m_Skill = new BuildSkill(Info); } if (Environment == LifeEnvironment.Combat) { //初始化技能 m_Attr = new BuildAttribute(Info); m_Status = new Status(); BuildColider bc = this.GetComponent <BuildColider>(); if (bc != null && m_Attr.IsDamage) { bc.EnableBattleCollider(true); } } else { //HideHp(); SetEditModeSetting(Info, Environment); } }
public virtual void InitBuild() { InitHP(); HP = fullHP; SetSkin(); //读取连击次数 m_fAttackTickReady = 0; if (m_Skill != null) { BuildSkill skillBuild = m_Skill as BuildSkill; if (skillBuild.PropSkillInfo.m_attckmodeid > 0) { skillBuild.PropSkillInfo.GetAttackTimes(ref m_Attacktimes); } else { m_Attacktimes.Add(0.0f); } } m_nAttackCount = m_Attacktimes.Count; EventCenter.RegisterHooks(NDEventType.StatusCG, SetStatus); // -----buildingroom BuildColider bc = GetComponent <BuildColider>(); if (bc != null) { bc.EnableBattleCollider(true); } BuildInfo info = CmCarbon.GetBuildInfo(this.m_Core.m_DataID); if (info != null) { ShowHP(info.BuildType, info.m_bear); m_roomType = info.m_RoomType; } }