// Use this for initialization void Start() { mHPProgressBar = BloodProgress.CreateBloodProgress(this.gameObject, new Vector3(0, 4, 0)); if (mHPProgressBar != null) { mHPProgressBar.SetValue(mHP / mMaxHP); mHPProgressBar.SetText(mHP + "/" + mMaxHP); } mCharacter = gameObject.GetComponent <CharacterController>(); mAnimation = gameObject.GetComponent <Animation>(); mAnimation.Play("ZhanLi_TY"); }
/// <summary> /// 主角受到攻击 /// </summary> /// <param name="hurt"></param> public void GetHit(float hurt) { mHP -= hurt; if (mHPProgressBar != null) { mHPProgressBar.SetValue(mHP / mMaxHP); mHPProgressBar.SetText(Mathf.Max(mHP, 0) + "/" + mMaxHP); } if (mHP <= 0) { BloodProgress.DestoryBloodProgress(mHPProgressBar); mDeath = true; mAnimation.Play("SiWang_JJ"); GameManager.sGameManager.DestoryPlayer(mAnimation["SiWang_JJ"].length); GameManager.sGameManager.PlayerPosition = transform.position; } }
/// <summary> /// 受到攻击 /// </summary> /// <param name="hurt"></param> public void GetHit(float hurt) { mHP -= hurt; if (mHPProgressBar != null) { mHPProgressBar.SetValue(mHP / mMaxHP); mHPProgressBar.SetText(Mathf.Max(mHP, 0) + "/" + mMaxHP); } if (mHP <= 0) { BloodProgress.DestoryBloodProgress(mHPProgressBar); NPCUIList.sNPCUIList.DestoryChildByRef(this.gameObject); mDeath = true; mAnimation.Play("SiWang"); MonsterManager.sMonsterManager.DestoryMonster(mAnimation["SiWang"].length, gameObject); } }
// Use this for initialization void Start() { mAnimation = gameObject.GetComponent <Animation>(); mCharacter = gameObject.GetComponent <CharacterController>(); mStartPosition = transform.position; mHPProgressBar = BloodProgress.CreateBloodProgress(this.gameObject, new Vector3(0, 5, 0)); if (mHPProgressBar != null) { mHPProgressBar.SetValue(mHP / mMaxHP); mHPProgressBar.SetText(Mathf.Max(mHP, 0) + "/" + mMaxHP); } mWanderRadius = 15f; mChaseRadius = 20f; mAttackRadius = 7f; mMaxDistance = 30f; mResetTime = 2f; mMoveSpeed = 300f; mState = MonsterState.WALK; NPCInfoController.CreateInfoItem("大龙怪物", "whiteper", mMaxHP, this.gameObject); }