void Start() { transform.gameObject.tag = selfType.ToString(); aiWeapon = GetComponent <AIWeapon>(); initRotation = transform.rotation; MaxHp = HP; //dieParticle = DataManager.GetInstance().CreateGameObjectFromAssetsBundle("enemy", "explosion_stylized_large_jokerFire"); }
List <GameObject> GetGameObjectsByAttackTargetType(EnityType _attackType) { List <GameObject> targetList = new List <GameObject>(); GameObject[] _gameObjects = GameObject.FindGameObjectsWithTag(_attackType.ToString()); for (int i = 0; i < _gameObjects.Length; i++) { GameObject _gameObject = _gameObjects[i]; float distance = Vector3.Distance(_gameObject.transform.position, transform.position); if (searchRadius > distance) { targetList.Add(_gameObject); } } //////////////////按照距离排序//////////////////////////// return(targetList); }
/// <summary> /// 获取当前场景内所有目标对象 /// </summary> /// <param name="enemy"></param> /// <returns></returns> public int GetEnitysCountInGame(EnityType enemy) { EnitysInGame = GameObject.FindGameObjectsWithTag(enemy.ToString());//遍历找出所有怪物 return(EnitysInGame.Length); }