Esempio n. 1
0
    //攻击
    private void TryFire()
    {
        //当前时间超过下次攻击时间,开始搜索攻击目标
        //当变成范围塔时,m_RigidbodyEnemy失效
        if (isFireRange == false)
        {
            ResetMinEnemyHealth();
            //找到最小血量的敌人
            for (int i = 0; i < m_EnemyTriggerList.Count; i++)
            {
                m_BasicEnemyTemp = m_EnemyTriggerList[i].GetComponent <BasicEnemy>();
                //发现被要求集火的敌人
                if (m_BasicEnemyTemp.isFocused == true)
                {
                    m_BasicEnemyMinHealth = m_BasicEnemyTemp;
                    break;
                }
                if (minEnemyHealth > m_BasicEnemyTemp.GetHealth())
                {
                    minEnemyHealth        = m_BasicEnemyTemp.GetHealth();
                    m_BasicEnemyMinHealth = m_BasicEnemyTemp;
                }
            }
            //虽然逻辑上不可能进入这个函数后,发现没有敌人
            //但是还是保险起见
            if (m_BasicEnemyMinHealth != null)
            {
                //转向要攻击的目标
                m_RigidbodyEnemy = m_BasicEnemyMinHealth.GetComponent <Rigidbody>();
            }
        }

        //如果达到攻击间隔,开始攻击
        if (Time.time > nextFire)
        {
            //如果是范围塔,攻击每个进入范围的敌人
            if (isFireRange)
            {
                for (int i = 0; i < m_EnemyTriggerList.Count; i++)
                {
                    m_BasicEnemyTemp = m_EnemyTriggerList[i].GetComponent <BasicEnemy>();
                    Fire(m_BasicEnemyTemp);
                }
                m_RangeParticles.GetComponent <ParticleSystem>().Stop();
                m_RangeParticles.GetComponent <ParticleSystem>().Play();
                m_Animator.SetTrigger("Attack");
            }
            else
            {
                //虽然逻辑上不可能进入这个函数后,发现没有敌人
                //但是还是保险起见
                if (m_BasicEnemyMinHealth != null)
                {
                    Fire(m_BasicEnemyMinHealth);
                }
            }
            nextFire = Time.time + fireRateSpendSec;//计算下一次攻击时间
        }
    }