IEnumerator <YieldInstruction> DelayInit() { yield return(new WaitForSeconds(0.2f)); Sickle = testplayer.Instance.Sickle; player = testplayer.Instance; }
private void Awake() { UIManager.Instance.PushPanel(UIBaseType.MainPanel); _player = new Player(); initiative_stage = new Initiative_Stage(); interaction_stage = new Interaction_Stage(); stand_stage = new Stand_Stage(); run_stage = new Run_Stage(); jump_stage = new Jump_Stage(); flash_stage = new Flash_Stage(); rape_stage = new Rape_Stage(); att_stage = new Att_Stage(); hurt_stage = new Hurt_Stage(); doublejump_stage = new DoubleJump_Stage(); attex_stage = new AttEx_Stage(); tanfan_stage = new Tanfan_stage(); if (Instance == null) { Instance = this; } playergameobj = this.gameObject; aa = player_att_speed; canhurt = true; skins = GetComponentsInChildren <SkinnedMeshRenderer>(); hp = Hpmax; mana = Manamax; }
public IEnumerator <YieldInstruction> DelayInit() { yield return(new WaitForSeconds(0.2f)); player = testplayer.Instance; Pin = testplayer.Instance.Pin; }
public XinYan(RuneEntity runeEntity) : base(runeEntity) { rune_Event = RuneEvent.OnDefence; RuneName = "心眼"; name = "XinYan"; rune_Type = RuneType.passive; this.runeEntity = runeEntity; player = testplayer.Instance; }
public TuXi(RuneEntity runeEntity) : base(runeEntity) { rune_Event = RuneEvent.OnDefence; RuneName = "吐息"; name = "TuXi"; rune_Type = RuneType.passive; this.runeEntity = runeEntity; player = testplayer.Instance; Description = "招架成功后获得大量能量"; }
public XianDan(RuneEntity runeEntity) : base(runeEntity) { rune_Event = RuneEvent.ActiveOne; this.name = "XianDan"; RuneName = "霰弹"; rune_Type = RuneType.active; this.runeEntity = runeEntity; MpNeed = 40; player = testplayer.Instance; Description = "向前方一定区域发射致命的散弹"; }
public override void Execute() { if (!player) { player = testplayer.Instance; } if (!Pin) { Pin = testplayer.Instance.Pin; } AudioManager.Instance.TryPlayAudio(AudioManager.AudioType.YinZhen); UnityEngine.Object.Instantiate(Pin, player.transform.position + player.face_to * player.transform.right * 1.0f, Quaternion.identity); }
public YinZhen(RuneEntity runeEntity) : base(runeEntity) { rune_Event = RuneEvent.ActiveOne; RuneName = "银针"; name = "YinZhen"; rune_Type = RuneType.active; this.runeEntity = runeEntity; MpNeed = 20; if (testplayer.Instance != null) { player = testplayer.Instance; Pin = testplayer.Instance.Pin; } Description = "发射一根不致命的银针"; }
public override void Execute() { Collider[] colliders; if (!player) { player = testplayer.Instance; } colliders = Physics.OverlapBox(player.transform.position + Vector3.right * testplayer.Instance.face_to * 4.0f * 0.6f, new Vector3(4.0f, 1.0f, 1.0f), Quaternion.identity, 1 << 11); foreach (var collider in colliders) { if (collider.tag == "enemy") { testplayer.Instance.StartCoroutine(Exe(collider.gameObject)); } } }
public YinXian(RuneEntity runeEntity) : base(runeEntity) { rune_Event = RuneEvent.ActiveOne; RuneName = "银线"; name = "YinXian"; rune_Type = RuneType.active; this.runeEntity = runeEntity; MpNeed = 30; Damage = 4; if (testplayer.Instance != null) { player = testplayer.Instance; Xian = testplayer.Instance.YinXian; } Description = "释放一个能造成多段伤害的陷阱"; }
public LianDao(RuneEntity runeEntity) : base(runeEntity) { rune_Event = RuneEvent.ActiveOne; this.name = "LianDao"; RuneName = "飓风之镰"; rune_Type = RuneType.active; this.runeEntity = runeEntity; MpNeed = 30; Description = "向前方发射一斤旋转的镰刀"; if (testplayer.Instance != null) { Sickle = testplayer.Instance.Sickle; player = testplayer.Instance; } }
public override void Execute() { GameObject temp; if (player == null) { player = testplayer.Instance; } if (Sickle == null) { Sickle = testplayer.Instance.Sickle; } AudioManager.Instance.TryPlayAudio(AudioManager.AudioType.Sickle); temp = UnityEngine.Object.Instantiate(Sickle, player.transform.position, Quaternion.identity); temp.GetComponent <LianDaoEntity>().dir = testplayer.Instance.face_to * new Vector3(1, 0, 0); }
public override void Execute() { Collider[] colliders; if (!player) { player = testplayer.Instance; } if (!Xian) { Xian = testplayer.Instance.YinXian; } GameObject xian = Object.Instantiate(Xian, player.transform.position, Quaternion.Euler(0, 0, -90)); colliders = Physics.OverlapBox(player.transform.position, new Vector3(Xian.transform.localScale.y, 1, 1), Quaternion.identity, 1 << 11); List <enemy_base> enemys = new List <enemy_base>(); for (int i = 0; i < colliders.Length; i++) { enemy_base temp = null; if (colliders[i].GetComponent <enemy_base>()) { temp = colliders[i].GetComponent <enemy_base>(); } if (!temp) { continue; } else { enemys.Add(temp); if (temp.GetComponent <enemy_base>()) { ProcessSystem.Instance.FPlayerSkill_Enemy(temp, 0.5f); } } } RuneManager.Instance.StartCoroutine(buffer(enemys, xian)); }
public void FPlayer_EnemyWeapon(testplayer Player) { }