Exemple #1
0
 // 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());
     }
 }
Exemple #2
0
    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);
    }
Exemple #3
0
    // 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();
    }