public void GetStart(GameObject obj) { EnemyObj = obj; //提高硬值 if (!isAcing) { isAcing = true; GetComponent <RoleDate>().addYZ(addYZNum); gameBody = GetComponent <GameBody>(); _aiBase = GetComponent <AIBase>(); if (RunName == "" || !gameBody.GetDB().animation.HasAnimation(RunName) || !gameBody.GetDB().animation.HasAnimation(AtkName)) { AcOver(); return; } oldRunName = gameBody.GetRunName(); oldRunSpeedX = gameBody.maxSpeedX; //print("---------------->AtkName " + AtkName + " RunName " + RunName+ " oldRunName "+ oldRunName); gameBody.RunACChange(RunName, moveSpeedX); if (AudioRunCut) { AudioRunCut.Play(); } } }
public void GetStart(GameObject player) { //判断是否有动作 if (!_gameBody.GetDB().animation.HasAnimation(RunName)) { _isAcOver = true; return; } else { _ysRunSpeed = _gameBody.maxSpeedX; _ysRunName = _gameBody.GetRunName(); _gameBody.RunACChange(RunName, Speed); } //寻找玩家 if (!_player) { _player = player; } if (_player.GetComponent <RoleDate>().isDie) { _isAcOver = true; return; } //判断距离 大于冲刺距离 结束 if (Mathf.Abs(_player.transform.position.x - this.transform.position.x) > Distances) { ReSetAll(); return; } _positionX = this.transform.position.x; //判断 玩家 在左还是右 if (_player.transform.position.x > this.transform.position.x) { runDirection = "right"; } else { runDirection = "left"; } _isAcOver = false; _isStarting = true; if (!IsHasQSAC) { //如果没有 前置动作 直接显示碰撞快 和特效 HitKuai.SetActive(true); ShowTX(); } }
void GetStart() { if (MoRenRunACName == "") { MoRenRunACName = _gameBody.GetRunName(); } YSShanghai = GetComponent <JN_Date>().atkPower; ReSetAll(); GetComponent <AIAirRunNear>().TurnToPlayer(); print(" MoRenRunACName " + MoRenRunACName + " ?????????? _gameBody.GetRunName " + _gameBody.GetRunName()); IsChongjiHX2Start = true; GetTargetPos(); _gameBody.GetAcMsg(CJ_Begin, 2); Audio_CJStart.Play(); }