// Update is called once per frame void Update() { //print("-----------------------------------------------------------------> "+GlobalTools.GetRandomNum(2)); JiShuQi(); if (GetComponent <RoleDate>().isDie) { init(); return; } if (GetComponent <RoleDate>().isBeHiting) { init(); return; } if (!isFanjiing) { return; } if (isGongjiing && _gameBody.IsAtkOver()) { init(); return; } if (isQhuaing) { if (_gameBody.GetQianhuaOver()) { isQhuaing = false; } return; } if (_gameBody && _gameBody.GetBackUpOver()) { if (isQianHua && !isQianh) { isQianh = true; isQhuaing = true; //qianhua _gameBody.Qianhua(); return; } if (!isGongji) { isGongji = true; //判断是否包含该攻击动作 没有的话 返回 //if (!_gameBody.IsHanAC(FANJI)) //{ // isGongji = false; // isFanjiing = false; // return; //} //判断是否是技能攻击 if (skillAtkName != "") { string[] strArr = skillAtkName.Split('|'); int length = strArr.Length; string _skilName = skillAtkName; if (length > 1) { int i = GlobalTools.GetRandomNum(length); print(" fanjinums i = " + i); _skilName = strArr[i]; } print(" ******************************************反击的 技能名字 " + _skilName); if (GetComponent <AIAirBase>()) { GetComponent <AIAirBase>().GetAtkFSByName(_skilName); } else { GetComponent <AIBase>().GetAtkFSByName(_skilName); } init(); return; } else { _gameBody.GetAtk(FANJI); } if (atkDelayTimes != 0) { _gameBody.GetPause(atkDelayTimes); } isGongjiing = true; //print("-------------------------------------------------------反击"); //是否提高硬直 if (isAddYZ) { GetComponent <RoleDate>().addYZ(addYZNum); isHasHFYZ = false; } } } }