public void GetStart(GameObject obj) { //_theTimer.ContinuouslyTimesAdd(Hxtimes,1,callBack); //_theTimer.GetContinuouslyTimesStart(); isStarting = true; //特效播放 HuixueTX.Play(); //持续动作 GetHXAC(); _roleDate.addYZ(10000); if (SkillAudio) { SkillAudio.Play(); } IsStartHuixue = true; }
public void GetStart(GameObject gameObj) { //判断 前面距离 Vector2 start; //前面的距离测试 Vector2 end; //print("ZSyishanZSys -1"); jishiNums = 0; _XZtimes = 0; if (this.transform.localScale.x < 0) { start = this.transform.position; end = new Vector2(start.x + atkDistance + 2, start.y); Debug.DrawLine(start, end, Color.yellow); if (Physics2D.Linecast(start, end, _gameBody.groundLayer)) { //Time.timeScale = 0; //print("撞墙 右!!!"); GetOver(); return; } } else { start = this.transform.position; end = new Vector2(start.x - atkDistance - 2, start.y); Debug.DrawLine(start, end, Color.yellow); if (Physics2D.Linecast(start, end, _gameBody.groundLayer)) { //Time.timeScale = 0; //print("撞墙 左!!!"); GetOver(); return; } } //print("ZSyishanZSys -2"); if (isStart) { return; } //print("ZSyishanZSys -3"); if (!isStart) { isStart = true; } //检测是否有悬崖 会冲出去 判断是否动作名是空 判断是否有需要的动作 if (IsGetOutLand() || acName == "" || !_gameBody.IsHanAC(acName)) { //print("ZSyishanZSys -4"); GetOver(); return; } //print("ZSyishanZSys -5"); if (addYZNum != 0) { _roleDate.addYZ(addYZNum); } if (!DBBody) { DBBody = _gameBody.GetDB(); } if (isFirstAddListener) { isFirstAddListener = false; DBBody.AddDBEventListener(DragonBones.EventObject.FRAME_EVENT, this.ShowACTX2); } //print("ZSyishanZSys -6"); //摆出动作 if (DBBody.animation.HasAnimation(acName)) { //_gameBody.GetACByName(acName, true); _gameBody._isHasAtkTX = true; //_gameBody.GetAcMsg(acName); _gameBody.GetDB().animation.GotoAndPlayByFrame(acName, 0, 1); _gameBody.isAcing = true; if (Audio_YishanQishou) { Audio_YishanQishou.Play(); } } //print("ZSyishanZSys -7"); //停顿时间 _gameBody.GetPause(StartZSStopTimes, pauseNums); }