private void Awake() { attribute = GetComponent <NpcAttribute>(); attribute.ShowBloodBar = false; ai = new ChestCharacter(); ai.attribute = attribute; ai.AddState(new ChestIdle()); Util.SetLayer(gameObject, GameLayer.IgnoreCollision2); var st = attribute.spawnTrigger; var sz = st.GetComponent <SpawnZone>(); var old = sz.GetComponent <BoxCollider>(); var go = new GameObject(); go.transform.parent = transform; var bc = go.AddComponent <BoxCollider>(); bc.isTrigger = true; bc.center = old.center; bc.size = old.size; Util.InitGameObject(go); go.transform.localPosition = Vector3.zero; go.transform.localScale = sz.transform.localScale; var wz = go.AddComponent <WarnZone>(); wz.light = sz.transform.Find("light").gameObject; }
private void Awake() { attribute = GetComponent <NpcAttribute>(); attribute.ShowBloodBar = false; ai = new ChestCharacter(); ai.attribute = attribute; ai.AddState(new ChestIdle()); }
void Awake() { attribute = GetComponent <NpcAttribute>(); ai = new ChestCharacter(); ai.attribute = attribute; ai.AddState(new ChestIdle()); ai.AddState(new ChestDead()); }
void Awake() { attribute = GetComponent <NpcAttribute>(); attribute.ShowBloodBar = false; //测试可以被推动的怪物 //attribute.Pushable = true; ai = new ChestCharacter(); ai.attribute = attribute; ai.AddState(new ChestIdle()); ai.AddState(new ChestDead2()); ai.AddState(new MonsterKnockBack()); }
void Awake() { attribute = GetComponent <NpcAttribute>(); attribute.ShowBloodBar = false; ai = new ChestCharacter(); ai.attribute = attribute; ai.AddState(new ChestIdle()); var bd = new NotMoveDead(); bd.deadCallback = () => { Util.SpawnParticle("barrelbreak", transform.position + new Vector3(0, 0.3f, 0), false); }; ai.AddState(bd); ai.AddState(new MonsterKnockBack()); }
void Awake() { attribute = GetComponent <NpcAttribute>(); attribute.ShowBloodBar = false; ai = new ChestCharacter(); ai.attribute = attribute; ai.AddState(new ChestIdle()); ai.AddState(new DropBlockDead()); Util.SetLayer(gameObject, GameLayer.IgnoreCollision2); if (NetworkUtil.IsMaster()) { StartCoroutine(Drop()); } }
void Awake() { attribute = GetComponent <NpcAttribute>(); attribute.ShowBloodBar = false; ai = new ChestCharacter(); ai.attribute = attribute; ai.AddState(new ChestIdle()); ai.AddState(new NotMoveDead()); ai.AddState(new MonsterKnockBack()); Util.SetLayer(gameObject, GameLayer.IgnoreCollision2); var g = new GameObject("AddHP"); g.transform.parent = transform; Util.InitGameObject(g); g.AddComponent <AddHPComponent>(); }
void Awake() { attribute = GetComponent <NpcAttribute>(); attribute.ShowBloodBar = false; ai = new ChestCharacter(); ai.attribute = attribute; var bd = new HideDead(); ai.AddState(new ChestIdle()); ai.AddState(bd); ai.AddState(new MonsterKnockBack()); Util.SetLayer(gameObject, GameLayer.IgnoreCollision2); var g = new GameObject("HideBloodBar"); g.transform.parent = transform; Util.InitGameObject(g); var hb = g.AddComponent <HideBloodBar>(); bd.deadCallback = hb.RestoreAll; }