public SkillAfterImage(int maxNum, GameObject player) { AfterImageMaxNum = maxNum; playerObject = player; // 以下代码对go层级有严格要求,为针对Block专用 smr = playerObject.transform.GetChild(1).GetComponent <SkinnedMeshRenderer>(); playerMono = playerObject.GetComponent <IPlayerMono>(); weaponSmr = playerMono.iPlayerWeapon.gameObject.transform.GetComponent <SkinnedMeshRenderer>(); }
protected override void FollowTarget(float deltaTime) { if (m_Target == null) { return; } // Move the rig towards target position. transform.position = Vector3.Lerp(transform.position, m_Target.position, deltaTime * m_MoveSpeed); if (weaponNode == null) { IPlayerMono playerMono = m_Target.GetComponent <IPlayerMono>(); if (playerMono) { weaponNode = playerMono.iPlayerWeapon.transform; } } }