public bool beAttacked(FBActor attacker, BallDetachType_Attacked type) { if (_setNextState(BeAttacked.instance, false)) { m_stateInt = (int)type; m_stateActor = attacker; m_currentState.enter(this); return(true); } return(false); }
//角色攻击 void _processAttack(FBActor attacker, FBActor actor) { //todo bdt 个性化处理部分 BallDetachType_Attacked bdt = BallDetachType_Attacked.Normal; if (!actor.isCtrlBall()) { bdt = BallDetachType_Attacked.None; } actor.beAttacked(attacker, bdt); }
public FixVector3 getBallPosition(BallDetachType_Attacked type) { var ballPos = calculateRelativePosition(configuration.ballDetachPositionsAttacked[(int)type]); return(ballPos); }