public override void Initialize() { base.Initialize(); hitEffectPath = @"Particles\Boom_Splash"; // Player的攻击频率过快,且敌人可能有多个,所以缓冲池会产生多个 defendEffectPath = @"Particles\Boom_White"; parriedEffectPath = @"Particles\Boom_Orange"; katanaAnimEvent = PlayerMedi.PlayerMono as KatanaAnimEvent; }
public override void Initialize() { base.Initialize(); hitEffectPath = @"Particles\Boom_Splash"; // Player的攻击频率过快,且敌人可能有多个,所以缓冲池会产生多个 defendEffectPath = @"Particles\Boom_White"; parriedEffectPath = @"Particles\Boom_Orange"; katanaAnimEvent = PlayerMedi.PlayerMono as KatanaAnimEvent; trigger = GetComponent <Collider>(); Rgbd = GetComponent <Rigidbody>(); }
/// <summary> /// 创建时的初始化 /// </summary> /// <param name="gameObject"></param> public PlayerYuka(GameObject gameObject) : base(gameObject) { katanaAnimEvent = PlayerMedi.PlayerMono as KatanaAnimEvent; skillAfterImage = new SkillAfterImage(1, GameObjectInScene); if (katanaAnimEvent) // 引用传递 { katanaAnimEvent.AfterImage = skillAfterImage; } // 以下是其他属性 m_CanMove = true; CanRotate = true; recoveryTime = 0.05f; recoveryTimer = recoveryTime; }