void HitDownOnGround() { if (!IsHitDownOnGround) { return; } if (IsHuanYuanStand) { if (_gameBody.GetAcMsg(_gameBody.GetStandACName(), 2) == "completed") { IsHitDownOnGround = false; ReSetAll(); _isGetOver = true; } return; } if (_gameBody.GetAcMsg(HitGroundACName) == "completed") { IsHuanYuanStand = true; } //if (_gameBody.GetDB().animation.lastAnimationName == HitGroundACName && _gameBody.GetDB().animation.isCompleted) //{ // IsHitDownOnGround = false; // ReSetAll(); // _isGetOver = true; // return; //} //if (_gameBody.GetDB().animation.lastAnimationName != HitGroundACName) //{ // print("落地动作 " + _gameBody.GetDB().animation.lastAnimationName); // _gameBody.isAcing = true; // _gameBody.GetDB().animation.GotoAndPlayByFrame(HitGroundACName); // print("落地动作 " + _gameBody.GetDB().animation.lastAnimationName); //} }
void ChongjiBegin() { if (!IsChongjiHX2Start) { return; } if (_roledate.isBeHiting || _roledate.isDie || _gameBody.IsGround || _gameBody.IsHitWall) { ReSetAll(); IsChongjiOver = true; return; } if (IsChongjiOver) { return; } if (isStartChongji) { _gameBody.isAcing = true; if (!IsInStartAC) { IsInStartAC = true; _gameBody.isAcing = true; _gameBody.RunACChange(CJ_Start); _gameBody.GetDB().animation.FadeIn(CJ_Start, 0.2f); //_gameBody.GetDB().animation.GotoAndPlayByTime(CJ_Start, 0); //print(" 进入 飞行 冲击动作 "+ CJ_Start+" 是否包含该动作 "+ _gameBody.GetDB().animation.HasAnimation(CJ_Start)+" 当前动作??? "+ _gameBody.GetDB().animation.lastAnimationName); Lizi_Huoyan.Play(); ChongJiHitKuai.SetActive(true); SelfHitKuai.SetActive(false); //伤害变动 GetComponent <JN_Date>().atkPower = ChongjiShanghai; } if (!IsToEnd && GetComponent <AIAirRunNear>().ZhijieMoveToPoint(TargetPos, 1, MinSpeed, false, true, MaxSpeed)) { IsToEnd = true; //还原到 站立动作 _gameBody.RunACChange(MoRenRunACName); print(" 还原的 跑动动作是啥?????????MoRenRunACName " + MoRenRunACName); _gameBody.isAcing = false; _gameBody.GetAcMsg(_gameBody.GetStandACName()); ReSetAll(); IsChongjiOver = true; } if (!_gameBody.isAcing) { ReSetAll(); IsChongjiOver = true; } return; } if (_gameBody.GetDB().animation.lastAnimationName == CJ_Begin && !_gameBody.isAcing) { isStartChongji = true; } }