Example #1
0
    public override void Combo3Damage()
    {
        CCombo3Ani ani = gameObject.GetComponentInChildren <CCombo3Ani>();

        ani.SpriteRendererNone();
        Vector3    TargetVec = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right * AttackRange : gameObject.transform.position + Vector3.left * AttackRange;
        GameObject LoadedObj = Instantiate <GameObject>(CResourceMgr.LoadEffect("Arrows3"), gameObject.transform.position, new Quaternion());
        CArrows    Arrows    = LoadedObj.GetComponent <CArrows>();

        Arrows.Owner      = gameObject;
        Arrows.end_pos    = TargetVec;
        Arrows.HitAniType = EHitAniType.Type3;
        SoundMgr.PlaySound("Missile", ESoundType.Motion);
    }
Example #2
0
    public override void Combo3Damage()
    {
        Vector3    TargetVec   = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right : gameObject.transform.position + Vector3.left;
        Quaternion newRotation = CUtility.MakeQuaternion(gameObject.transform.position, TargetVec);
        Vector3    pos         = gameObject.transform.position;

        pos.x = gameObject.transform.position.x + (TargetVec.x - pos.x) / 2.0f;
        pos.z = 1.0f;
        GameObject melee_trail = Instantiate <GameObject>(CResourceMgr.LoadEffect("SwordTrail"), pos, newRotation);

        melee_trail.transform.localScale = new Vector3(2.0f, 2.0f, 1.0f);
        CTrail trail = melee_trail.GetComponent <CTrail>();

        trail.Owner = gameObject;
        CCombo3Ani ani = gameObject.GetComponentInChildren <CCombo3Ani>();

        trail.HitMove    = ani.HitMove;
        trail.HitAniType = EHitAniType.Type3;
        ani.SpriteRendererNone();

        SoundMgr.PlaySound("Attack", ESoundType.Motion);
    }
Example #3
0
    public override void ComboEnd()
    {
        base.ComboEnd();

        if (bReservedCombo)
        {
            if (curState == EState.Combo1)
            {
                AllStopAni();
                CCombo2Ani ani = gameObject.GetComponentInChildren <CCombo2Ani>();
                ani.InitAngle(RotateAngle);
                ani.PlayAni();
                curState = EState.Combo2;
                if (0.0f != ani.AttackMove)
                {
                    Vector3 EndPos = gameObject.transform.position;
                    EndPos.x = RotateAngle == 0.0f ? EndPos.x + ani.AttackMove : EndPos.x - ani.AttackMove;
                    Move(gameObject.transform.position, EndPos, true);
                }
            }
            else if (curState == EState.Combo2)
            {
                AllStopAni();
                CCombo3Ani ani = gameObject.GetComponentInChildren <CCombo3Ani>();
                ani.InitAngle(RotateAngle);
                ani.PlayAni();
                curState = EState.Combo3;
                if (0.0f != ani.AttackMove)
                {
                    Vector3 EndPos = gameObject.transform.position;
                    EndPos.x = RotateAngle == 0.0f ? EndPos.x + ani.AttackMove : EndPos.x - ani.AttackMove;
                    Move(gameObject.transform.position, EndPos, true);
                }
            }
        }

        bReservedCombo = false;
    }
Example #4
0
    public override void Attack2()
    {
        if (curHealthPoint < 11)
        {
            return;
        }

        if (curState == EState.Idle || curState == EState.Move)
        {
            AllStopAni();
            CCombo3Ani ani = gameObject.GetComponentInChildren <CCombo3Ani>();
            ani.PlayAni();
            curState = EState.Combo3;

            if (ani.AttackMove != 0.0f)
            {
                Vector3 EndPos = gameObject.transform.position;
                EndPos.x = RotateAngle == 0.0f ? EndPos.x + ani.AttackMove : EndPos.x - ani.AttackMove;
                Move(gameObject.transform.position, EndPos, true);
            }

            curHealthPoint -= 10;
        }
    }