/// <summary> /// 方法:接收增益状态信息并改变怪物状态 /// </summary> /// <param name="sds">增益状态</param> public void PacDotsMessageReceive(SuperDotStyle sds) { switch (sds) { case SuperDotStyle.ordinary: isChase = true; isEat = true; enemyStatus = EnemyStatus.Patrol; spriteRender.color = new Color(1.0f, 1.0f, 1.0f, 1.0f); break; case SuperDotStyle.Still: enemyStatus = EnemyStatus.Still; isChase = false; isEat = true; spriteRender.color = new Color(1.0f, 1.0f, 1.0f, 1.0f); break; case SuperDotStyle.Strengthen: enemyStatus = EnemyStatus.Flee; isChase = false; isEat = false; spriteRender.color = new Color(1.0f, 1.0f, 1.0f, 0.5f); break; case SuperDotStyle.Invincible: enemyStatus = EnemyStatus.Patrol; isChase = false; isEat = false; spriteRender.color = new Color(1.0f, 1.0f, 1.0f, 0.5f); break; } //LastEnemyStatus = enemyStatus; }
/// <summary> /// 方法:变成超级豆 /// </summary> /// <param name="g"></param> public void PacDotChange(GameObject g) { if (this.gameObject != null) { if (g.name == this.gameObject.name) { isSuperDot = true; SuperDotStyle[] DotStyles = Enum.GetValues(typeof(SuperDotStyle)) as SuperDotStyle[]; DotStyle = DotStyles[UnityEngine.Random.Range(1, DotStyles.Length)]; transform.localScale = new Vector3(3, 3, 3); ExecuteEvents.Execute <EventControlCenter>(gameManager, null, (x, y) => x.GameObjectMessageReceive(gameObject)); } } }
/// <summary> /// 方法:接收增益状态并显示 /// </summary> ///<param name="sds">增益状态</param> public void PacDotsMessageReceive(SuperDotStyle sds) { switch (sds) { case SuperDotStyle.ordinary: StateText.text = "正常状态"; break; case SuperDotStyle.Still: StateText.text = "静止状态"; break; case SuperDotStyle.Strengthen: StateText.text = "强化状态"; break; case SuperDotStyle.Invincible: StateText.text = "无敌状态"; break; } Invoke("SuperTimeEnd", SuperTime);//延迟解除变身 }