/// <summary> /// 初始化 /// </summary> public override void spriteInit() { //调用父类初始化方法 base.spriteInit(); //实例化所需状态 IdleState = new GeneralIdleState(this); MoveState = new GeneralMoveState(this); AttackState = new GeneralAttackState(this); HurtState = new GeneralHurtState(this); DeadState = new GeneralDeadState(this); WinState = new GeneralWinState(this); //取得角色动作 _animator = GetComponent <Animator>(); }
/// <summary> /// 初始化 /// </summary> public override void spriteInit() { //调用父类初始化方法 base.spriteInit(); //实例化所需状态 IdleState = new GeneralIdleState(this); MoveState = new GeneralMoveState(this); AttackState = new GeneralAttackState(this); HurtState = new GeneralHurtState(this); DeadState = new GeneralDeadState(this); WinState = new GeneralWinState(this); //取得角色动作 _animator = GetComponent<Animator>(); }
/// <summary> /// 初始化 /// </summary> public override void spriteInit() { //调用父类初始化方法 base.spriteInit(); _navmeshAgent = GetComponent <NavMeshAgent>(); //实例化所需状态 IdleState = new GeneralIdleState(this); MoveState = new GeneralMoveState(this); AttackState = new GeneralAttackState(this); HurtState = new GeneralHurtState(this); DeadState = new GeneralDeadState(this); WinState = new GeneralWinState(this); _walkState = new GeneralWalkState(this); //取得角色动作 _animator = GetComponent <Animator>(); #if true if (_lifeTestObj == null)//判断血条组件是否为空 { //实例化血条组件 _lifeTestObj = ResourceManager.getInstance().getGameObject(PanelConfig.BLOOD_BAR); //获取当前Canvas下第一个对象 _lifeTestObj.transform.SetParent(GameObject.Find("Canvas").transform.GetChild(0)); _lifeTestObj.transform.SetAsFirstSibling(); //设置缩放比 _lifeTestObj.transform.localScale = Vector3.one; _lifeTestObj.transform.localPosition = Vector3.zero; } //获取血条脚本 _lifeLine = _lifeTestObj.GetComponent <LifeTest>(); //获取场景主摄像机 _lifeLine._mainCamera = Game.GameEntry.Instance.Cameras.mainCamera; //设置士兵 _lifeLine.soldier = this; #endif }
/// <summary> /// 初始化 /// </summary> public override void spriteInit() { //调用父类初始化方法 base.spriteInit(); _navmeshAgent = GetComponent<NavMeshAgent>(); //实例化所需状态 IdleState = new GeneralIdleState(this); MoveState = new GeneralMoveState(this); AttackState = new GeneralAttackState(this); HurtState = new GeneralHurtState(this); DeadState = new GeneralDeadState(this); WinState = new GeneralWinState(this); _walkState = new GeneralWalkState(this); //取得角色动作 _animator = GetComponent<Animator>(); #if true if (_lifeTestObj == null)//判断血条组件是否为空 { //实例化血条组件 _lifeTestObj = ResourceManager.getInstance().getGameObject(PanelConfig.BLOOD_BAR); //获取当前Canvas下第一个对象 _lifeTestObj.transform.SetParent(GameObject.Find("Canvas").transform.GetChild(0)); _lifeTestObj.transform.SetAsFirstSibling(); //设置缩放比 _lifeTestObj.transform.localScale = Vector3.one; _lifeTestObj.transform.localPosition = Vector3.zero; } //获取血条脚本 _lifeLine = _lifeTestObj.GetComponent<LifeTest>(); //获取场景主摄像机 _lifeLine._mainCamera = Game.GameEntry.Instance.Cameras.mainCamera; //设置士兵 _lifeLine.soldier = this; #endif }