/* * 创建一个攻击动作 * 传入被攻击者vic,攻击者的伤害hurt * 返回该攻击动作 * 创建新的动作,设置该动作的被攻击者和受到的伤害 */ public static RoleAttackAction GetSSAction(GameObject vic, float hurt) { RoleAttackAction action = CreateInstance <RoleAttackAction>(); action.victim = vic; action.hurt = hurt; return(action); }
/* * 兵马俑攻击 * 传入攻击者role,被攻击者victim,攻击者的伤害hurt * 无返回值 * 初始化动作然后开始攻击动作 */ public void Attack(GameObject role, GameObject victim, float hurt) { if (role.GetComponent <Chess>().chessType == ChessType.Infantry) { role.transform.GetChild(2).GetComponent <Animation>().Play();//挥剑的动画 } roleAttack = RoleAttackAction.GetSSAction(victim, hurt); this.RunAction(role, roleAttack, this); }