Example #1
0
    public void Update()
    {
        switch (enemyChar.state)
        {
        case EnemyState.XunLuo:
            enemyChar.XunLuo();
            break;

        case EnemyState.ZhuiBu:
            spriteRen.sprite = expresMana.GetExpression("ZhuiBu");     //变表情为追捕
            enemyChar.ZhuiBu();
            break;

        case EnemyState.HunMi:
            spriteRen.sprite = expresMana.GetExpression("HunMi");     //表情变为昏迷
            enemyChar.HunMi();
            break;

        case EnemyState.JingJue:
            spriteRen.sprite = expresMana.GetExpression("ZhuiBu");     //表情变为追捕
            enemyChar.JingJue();
            break;

        case EnemyState.SouCha:
            spriteRen.sprite = expresMana.GetExpression("SouCha");     //表情变为搜查
            enemyChar.SouCha();
            break;
        }
        testing.RayTesting(); //射线检测玩家
        testing.DrawDraw();   //绘制视锥
    }
Example #2
0
 public void CarryEnemy()                                      //拖拽敌人
 {
     if (!carry && inCarry && !enemy.GetComponent <EnemyAI>()) //如果空着手,在拖拽范围内,且敌人处于昏迷状态
     {
         enemy.SetParent(transform);                           //作为自己的子物体,跟随自己移动
         moveSpeed        = 1f;                                //限制速度
         carry            = true;                              //正在拖拽
         spriteRen.sprite = expresMana.GetExpression("Player1");
     }
     else if (enemy) //敌人引用不为空
     {
         enemy.SetParent(enemys);
         moveSpeed        = 2.5f;
         carry            = false; //回到空手状态
         spriteRen.sprite = expresMana.GetExpression("Player2");
     }
 }