Esempio n. 1
0
    IEnumerator ReplyKnock(KnockType type)
    {
        Animator anim = GetComponent <Animator>();

        anim.Play("Shake");
        switch (type)
        {
        case KnockType.wrongKnock:
            switch (Random.Range(0, 4))
            {
            case 0: speachBubble.Say("Faaalsch!", Bubbles.Shouting, fontSize: 35, speed: .2f, autoPlay: true); break;

            case 1: speachBubble.Say("Nope!", Bubbles.Shouting, fontSize: 35, speed: .2f, autoPlay: true); break;

            case 2: speachBubble.Say("Eine Milli-\nsekunde zu\nlangsam!", Bubbles.Shouting, fontSize: 30, speed: .2f, autoPlay: true); break;

            case 3: speachBubble.Say("Nicht ganz\nrichtig!", Bubbles.Shouting, fontSize: 35, speed: .2f, autoPlay: true); break;
            }
            break;

        case KnockType.correctKnock:
            speachBubble.Say("Richtig!", Bubbles.Normal, fontSize: 35, speed: .2f, autoPlay: true, target: gameObject);
            break;
        }
        yield return(new WaitForSeconds(1));

        anim.Play("Empty");
        yield break;
    }
Esempio n. 2
0
    override public void getKnockBack(GameObject enemy, bullet_property bulletProperty)
    {
        enemy_property enemyProperty = enemy.GetComponent <enemy_property> ();
        //子弹的类型
        //weaponType weapontype = bulletProperty.WeaponType;
        //Debug.Log("bulletProperty.weaponType: " +weapontype);
        //击退的力度
        int force = bulletProperty.bulletknock;

        //敌人是否有霸体
        if (enemyProperty.heavyBody)
        {
            return;
        }

        //击退的类型
        //击退效果分类
        //1:普通击退
        //2:爆炸击退
        //3:

        KnockType knockType = bulletProperty.bulletSpe.knockType;

        switch (knockType)
        {
        default:
            break;

        case KnockType.none:
            break;

        case KnockType.normal:
            normalKnockBack(bulletProperty, force);
            break;

        case KnockType.explode:
            explodeKnockBack(bulletProperty, force);
            break;
            break;
        }
    }