void GetAtk() { print(" getAtk!!! isAtking " + isAtking); if (GetComponent <RoleDate>().isBeHiting) { print("------------------------------------------------->被击中打断!"); AcOver(); return; } if (gameBody.GetDB().animation.lastAnimationName == AtkName && gameBody.GetDB().animation.isCompleted) { AcOver(); return; } if (!isAtking) { isAtking = true; if (AtkMsgName != Ac2Name && IsAC2 && Ac2Name != "") { if (GetComponent <RoleDate>().live < GetComponent <RoleDate>().maxLive *Live_bili) { AtkMsgName = Ac2Name; } } gameBody.GetAtk(AtkMsgName); } if (isAtking && gameBody.GetDB().animation.lastAnimationName != AtkName) { AcOver(); } }
//4.攻击 void GetAtk() { string zs = GetZS(true); //print("zs "+zs); if (zs == "") { isAtk = false; return; } gameBody.GetAtk(zs); }
// Update is called once per frame void Update() { //print("-----------------------------------------------------------------> "+GlobalTools.GetRandomNum(2)); JiShuQi(); if (GetComponent <RoleDate>().isDie) { init(); return; } if (GetComponent <RoleDate>().isBeHiting) { init(); return; } if (!isFanjiing) { return; } if (isGongjiing && _gameBody.IsAtkOver()) { init(); return; } if (isQhuaing) { if (_gameBody.GetQianhuaOver()) { isQhuaing = false; } return; } if (_gameBody && _gameBody.GetBackUpOver()) { if (isQianHua && !isQianh) { isQianh = true; isQhuaing = true; //qianhua _gameBody.Qianhua(); return; } if (!isGongji) { isGongji = true; //判断是否包含该攻击动作 没有的话 返回 //if (!_gameBody.IsHanAC(FANJI)) //{ // isGongji = false; // isFanjiing = false; // return; //} //判断是否是技能攻击 if (skillAtkName != "") { string[] strArr = skillAtkName.Split('|'); int length = strArr.Length; string _skilName = skillAtkName; if (length > 1) { int i = GlobalTools.GetRandomNum(length); print(" fanjinums i = " + i); _skilName = strArr[i]; } print(" ******************************************反击的 技能名字 " + _skilName); if (GetComponent <AIAirBase>()) { GetComponent <AIAirBase>().GetAtkFSByName(_skilName); } else { GetComponent <AIBase>().GetAtkFSByName(_skilName); } init(); return; } else { _gameBody.GetAtk(FANJI); } if (atkDelayTimes != 0) { _gameBody.GetPause(atkDelayTimes); } isGongjiing = true; //print("-------------------------------------------------------反击"); //是否提高硬直 if (isAddYZ) { GetComponent <RoleDate>().addYZ(addYZNum); isHasHFYZ = false; } } } }
void GetAtk() { playerObj.GetAtk(); }
void ShouBing() { //var values = Enum.GetValues(typeof(KeyCode));//存储所有的按键 //for (int x = 0; x < values.Length; x++) //{ // if (Input.GetKeyDown((KeyCode)values.GetValue(x))) // { // currentButton = values.GetValue(x).ToString();//遍历并获取当前按下的按键 // print("手柄按键 " + currentButton); // } //} //detectPressedKeyOrButton(); //float hl = Input.GetAxis("Horizontal_L"); //float vl = Input.GetAxis("Vertical_L"); //print(" hl "+hl); //print(" vl " + vl); horizontalDirection = Input.GetAxis(HORIZONTAL); verticalDirection = Input.GetAxis(VERTICAL); if (horizontalDirection > 0.8 || horizontalDirection < -0.8) { IsInShoubing = true; } if (verticalDirection > 0.6) { IsInShoubing = true; Globals.isKeyUp = true; Globals.isKeyDown = false; } else if (verticalDirection < -0.6) { IsInShoubing = true; Globals.isKeyUp = false; Globals.isKeyDown = true; } else { if (IsInShoubing) { Globals.isKeyUp = false; Globals.isKeyDown = false; } } //if (Input.GetKeyDown(KeyCode.Joystick1Button3) && Globals.isKeyUp) //{ // //if (IsCanControl()) _body.GetSkill1(); // //print("技能释放--------- right "); // ObjectEventDispatcher.dispatcher.dispatchEvent(new UEvent(EventTypeName.RELEASE_SKILL, "center"), this); // return; //} if (Input.GetKeyDown(KeyCode.Joystick1Button3) && Globals.isKeyUp) { //if (IsCanControl()) _body.GetSkill1(); //print("技能释放--------- up"); ObjectEventDispatcher.dispatcher.dispatchEvent(new UEvent(EventTypeName.RELEASE_SKILL, "up"), this); return; } if (Input.GetKeyDown(KeyCode.Joystick1Button3) && Globals.isKeyDown) { //if (IsCanControl()) _body.GetSkill1(); //print("技能释放--------- down"); ObjectEventDispatcher.dispatcher.dispatchEvent(new UEvent(EventTypeName.RELEASE_SKILL, "down"), this); return; } if (Input.GetKeyDown(KeyCode.Joystick1Button3)) { //if (IsCanControl()) _body.GetSkill1(); //print("技能释放--------- center"); ObjectEventDispatcher.dispatcher.dispatchEvent(new UEvent(EventTypeName.RELEASE_SKILL, "center"), this); return; } if (IsInShoubing) { if (horizontalDirection > 0) { if (IsCanControl()) { _body.RunRight(horizontalDirection); } } else if (horizontalDirection < 0) { if (IsCanControl()) { _body.RunLeft(horizontalDirection); } } else { if (IsCanControl() && !Globals.isXNBtn) { _body.ReSetLR(); } } } //print("verticalDirection " + verticalDirection); if (Input.GetKeyDown(KeyCode.Joystick1Button5)) { //if (IsCanControl()) _body.GetSkill1(); //print("技能释放--------- center"); //ObjectEventDispatcher.dispatcher.dispatchEvent(new UEvent(EventTypeName.RELEASE_SKILL, "center"), this); if (IsCanControl()) { _body.Gedang(); } return; } if (Input.GetKeyDown(KeyCode.Joystick1Button0)) { if (Globals.IsHitPlotKuai) { return; } //print(">>>>>>>>>>>??????? JJJJJJJ Globals.isKeyUp "+ Globals.isKeyUp); if (IsCanControl()) { _body.GetAtk(); } } if (Input.GetKeyDown(KeyCode.Joystick1Button1)) { if (IsCanControl()) { _body.GetJump(); } } if (Input.GetKeyDown(KeyCode.Joystick1Button2) || Input.GetKeyDown(KeyCode.Joystick1Button7)) { if (IsCanControl()) { _body.GetDodge1(); } } }
void ShouBing() { var values = Enum.GetValues(typeof(KeyCode));//存储所有的按键 for (int x = 0; x < values.Length; x++) { if (Input.GetKeyDown((KeyCode)values.GetValue(x))) { currentButton = values.GetValue(x).ToString();//遍历并获取当前按下的按键 //print("手柄按键 " + currentButton); } } //detectPressedKeyOrButton(); //float hl = Input.GetAxis("Horizontal_L"); //float vl = Input.GetAxis("Vertical_L"); //print(" hl "+hl); //print(" vl " + vl); horizontalDirection = Input.GetAxis(HORIZONTAL); verticalDirection = Input.GetAxis(VERTICAL); if (horizontalDirection > 0) { if (IsCanControl()) { _body.RunRight(horizontalDirection); } } else if (horizontalDirection < 0) { if (IsCanControl()) { _body.RunLeft(horizontalDirection); } } else { if (IsCanControl() && !Globals.isXNBtn) { _body.ReSetLR(); } } //print("verticalDirection " + verticalDirection); if (verticalDirection > 0.6) { Globals.isKeyUp = true; Globals.isKeyDown = false; } else if (verticalDirection < -0.6) { Globals.isKeyUp = false; Globals.isKeyDown = true; } else { Globals.isKeyUp = false; Globals.isKeyDown = false; } //if (Input.GetKeyDown("Joystick1Button0")) //{ // if (Globals.IsHitPlotKuai) return; // //print(">>>>>>>>>>>??????? JJJJJJJ Globals.isKeyUp "+ Globals.isKeyUp); // if (IsCanControl()) _body.GetAtk(); //} //if (Input.GetKeyDown("Joystick1Button1")) //{ // if (IsCanControl()) _body.GetJump(); //} //if (Input.GetKeyDown(KeyCode.U)) //{ // //if (IsCanControl()) _body.GetSkill1(); //} //if (Input.GetKeyDown("Joystick1Button3")) //{ // if (IsCanControl()) _body.GetSkill2(); //} //if (Input.GetKeyDown("Joystick1Button2")) //{ // if (IsCanControl()) _body.GetDodge1(); //} //Debug.Log("手柄按钮控制!!"); if (currentButton == "Joystick1Button0" || currentButton == "JoystickButton0") { //Debug.Log("Joystick1Button0 !!!!! "); if (Globals.IsHitPlotKuai) { return; } if (IsCanControl()) { _body.GetAtk(); } currentButton = ""; } if (currentButton == "Joystick1Button1") { if (IsCanControl()) { _body.GetJump(); } currentButton = ""; } if (currentButton == "Joystick1Button2") { if (IsCanControl()) { _body.GetDodge1(); } currentButton = ""; } if (currentButton == "Joystick1Button3") { currentButton = ""; } }