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 }
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"); } }