//定位目标 protected virtual bool GetNearTarget() { print("鱼 冲击 接近目标---------------- 接近 "); if (this.transform.position.x > _targetObj.position.x) { //print("目标在左侧!!! "+this.transform.position.x+" -------x "+ _targetObj.position.x); _airGameBody.TurnLeft(); } else { //print("目标在---右侧!!!"); _airGameBody.TurnRight(); } return(runNear.Zhuiji(_atkDistance, false)); }
void GoToNewPoint() { //print("距离---------------------------> "+ (_targetObj.transform.position - this.transform.position).sqrMagnitude); //进入2点攻击距离 if (_targetObj == null) { return; } //判断是否 进入 射程 两点间距离是否小于 distance if (!_pointDistration.IsTwoPointInDistance(_targetObj.transform.position, this.transform.position, AtkDistance)) { if (IsGoToNewPoint) { //print(" new Point 坐标寻路 "); _runNear.ZhuijiZuoBiao(newPoint, AtkDistance); } else { //print(" new Point --------------------------------------------> "+ AtkDistance); _runNear.Zhuiji(AtkDistance); } return; } _runNear.ZJStop(); //判断Y距离 Y距离要达到攻击范围 if (!_pointDistration.IsTwoPointInDistanceY(_targetObj.transform.position, this.transform.position, InDistanceY)) { _runNear.GetMoveNearY(InDistanceY); //如果Y碰撞 if (_runAway.IsHitTop || _runAway.IsHitDown) { _isBehaviorOver = true; _isStart = false; } return; } IsFindRoading = false; IsGoToNewPoint = false; IsGetFireTest = true; }