// 第一种攻击方式 /// <summary> /// 第一种攻击方式,向前线性移动的方式 /// </summary> /// <param name="flag">为真时是线性追踪,为假时是欧拉角射击</param> public void LinePushLineShotAttack(bool flag = true) { m_Move.StartLineMove(new Vector3(150f, gameObject.transform.position.y, 260f), 2.0f); if (flag) { StartCoroutine(ShotForLine()); } else { StartCoroutine(ShotForEuler()); } }
private IEnumerator StartAct() { m_Move.StartLineMove(new Vector3(150, 0.0f, 260f), 2.0f); yield return new WaitForSeconds(5.0f); m_Move.StartTriangleMove(-150, 100, 8, 4, true); StartCoroutine(Skill_1(30)); yield return new WaitForSeconds(30f); m_Move.StartLineMove(new Vector3(150, 0.0f, 260f), 2.0f); yield return new WaitForSeconds(3.0f); StartCoroutine(Skill_2(30)); m_Move.StartLineMove(new Vector3(100, 50.0f, 260f), 4.0f); yield return new WaitForSeconds(6.0f); m_Move.StartAngleMove(50, -50, 120, 2, 3, 0); yield return new WaitForSeconds(15f); m_Move.StartLineMove(new Vector3(150, 0.0f, 260f), 4.0f); yield return new WaitForSeconds(8.0f); StartCoroutine(Skill_3(60)); yield return new WaitForSeconds(2.0f); m_Move.StartLineMove(new Vector3(150, -50.0f, 260f), 4.0f); yield return new WaitForSeconds(4.0f); m_Move.StartSquareMove(-150,100,8,5,false); yield return new WaitForSeconds(50); m_Move.StartLineMove(new Vector3(150, 0.0f, 260f), 4.0f); yield return new WaitForSeconds(6.0f); m_Move.StartLineMove(new Vector3(300, 0.0f, 260f), 4.0f); yield return new WaitForSeconds(6.0f); gameObject.SetActive(false); }
// 执行的所有的技能方法 private IEnumerator StartAct() { m_Move.StartLineMove(new Vector3(150, 0.0f, 260f), 2.0f); yield return(new WaitForSeconds(2.0f)); StartCoroutine(StartTriangleAndCulerShot_1(20)); yield return(new WaitForSeconds(20.0f)); m_Move.StartLineMove(new Vector3(200, 0.0f, 260f), 5.0f); yield return(new WaitForSeconds(5.0f)); StartCoroutine(StartEulerTraceShot_2(20)); yield return(new WaitForSeconds(20.0f)); yield return(new WaitForSeconds(3.0f)); m_Move.StartTriangleMove(-200, 100, 6, 6, true); StartCoroutine(StartThred_3(30)); yield return(new WaitForSeconds(30.0f)); yield return(new WaitForSeconds(3.0f)); m_Move.StartLineMove(new Vector3(150, -100f, 260f), 2.0f); yield return(new WaitForSeconds(2.0f)); StartCoroutine(StartSquareMoveCycleShot(60)); m_Move.StartSquareMove(-200, 100, 9, 6, true); yield return(new WaitForSeconds(60.0f)); m_Move.StartLineMove(new Vector3(200, 0.0f, 260f), 2.0f); yield return(new WaitForSeconds(2.0f)); m_Move.StartLineMove(new Vector3(300, 0.0f, 260f), 2.0f); yield return(new WaitForSeconds(2.0f)); UIStateController.Instance.PassState(); }