public void AttackEnd() { CharacterInfo attackCharInfo = monsterInfo.GetAttackInfo(); if (attackCharInfo.IsDead()) { attackCharInfo.ChangeState("die"); monsterInfo.ChangeState("idle"); } else { //Debug.Log("continue attack"); monsterInfo.ChangeState("attack"); } }
public void AttackEnd() { //Debug.Log("SkillEnd"); CharacterInfo attackCharInfo = soliderInfo.GetAttackInfo(); //如果目标死亡,回归空闲状态 if (attackCharInfo.IsDead()) { attackCharInfo.ChangeState("die"); soliderInfo.ChangeState("ready"); } //如果目标未死亡,继续攻击状态 else { //Debug.Log("continue attack"); soliderInfo.ChangeState("attack"); } }
public void RunAI() { CharacterInfo targetInfo = soliderInfo.RunAI(); //若未找到目标,继续空闲 if (targetInfo == null) { soliderInfo.ChangeState("idle"); } //若找到目标,目标停住,并进入移动状态 else { //双方都输入攻击目标,均被占用,不再接受其他人的约战 targetInfo.SetAttackInfo(soliderInfo); targetInfo.ChangeState("idle", soliderInfo); soliderInfo.SetAttackInfo(targetInfo); soliderInfo.ChangeState("move", targetInfo); } }
public void AttackEnd() { CharacterInfo attackCharInfo = towerInfo.GetAttackInfo(); //若死亡或者超出了攻击范围,则回归待机重新寻找目标 if (attackCharInfo.IsDead()) { attackCharInfo.ChangeState("die"); towerInfo.ChangeState("idle"); } else if (!towerInfo.WithinRange(attackCharInfo)) { towerInfo.ChangeState("idle"); } else { towerInfo.ChangeState("attack"); } }
public void Excute() { Vector3 pos = soliderInfo.GetPosition(); float dis = Vector3.Distance(pos, targetPos); if (dis < speed * Time.deltaTime) { soliderInfo.SetPosition(targetPos.x, targetPos.y, targetPos.z); CharacterInfo attackInfo = soliderInfo.GetAttackInfo(); soliderInfo.SetAttackInfo(attackInfo); attackInfo.SetAttackInfo(soliderInfo); soliderInfo.ChangeState("attack", attackInfo); attackInfo.ChangeState("attack", soliderInfo); } else { pos = Vector3.MoveTowards(pos, targetPos, Time.deltaTime * speed); soliderInfo.SetPosition(pos.x, pos.y, pos.z); } }
public override void ExcuteAction(TriggerInfo triggerInfo, TriggerEffectInfo effectInfo) { //Debug.Log("TriggerGroupId = " + triggerInfo.triggerGroup.Id + "TriggerEffectLogic_Hurt"); CharacterInfo charInfo = triggerInfo.charInfo; if (!charInfo.IsDead()) { //CharacterInfo targetInfo = charInfo.GetTargetInfo(); CharacterInfo targetInfo = triggerInfo.triggerGroup.triggerlogicData.targetInfo; if (targetInfo.charId == 50001) { //Debug.Log("骑士正在掉血" + targetInfo.GetAttr(CharAttr.Hp)); } BattleUtils.CalcAtkDamage(charInfo, targetInfo); if (targetInfo.IsDead()) { targetInfo.ChangeState("die"); } } //Debug.Log(charInfo); //Debug.Log(charInfo.GetAttackInfo()); }
public void RunAI() { CharacterInfo targetInfo = soliderInfo.RunAI(); //若未找到目标,继续空闲 if (targetInfo == null) { if (!soliderInfo.WithinStayPos()) { soliderInfo.ChangeState("ready"); } } //若找到目标,目标停住,并进入移动状态 else { //双方都输入攻击目标,均被占用,不再接受其他人的约战 //怪物进入等待状态,并且向目标的攻击列表中添加 targetInfo.ChangeState("idle", new StateParam(soliderInfo)); //兵种进入到移动状态,向targetInfo移动 soliderInfo.ChangeState("move", new StateParam(targetInfo)); } }