public void prop_run(GameObject prop) { //巡逻兵巡逻动作 PropMoveAction prop_move = PropMoveAction.getAction(prop.transform.position); this.addAction(prop, prop_move, this); }
public static PropMoveAction getAction(Vector3 pos) { PropMoveAction action = CreateInstance <PropMoveAction>(); action.pos_x = pos.x; action.pos_z = pos.z; //设定移动矩形的边长 action.move_length = Random.Range(4, 7); return(action); }
public void SSActionEvent(SSAction source, int intParam = 0, GameObject objectParam = null) { //跟随动作 if (intParam == 0) { PropFollowAction follow = PropFollowAction.getAction(objectParam.gameObject.GetComponent <Prop>().player); this.addAction(objectParam, follow, this); } //玩家逃脱重新开始巡逻 else { PropMoveAction move = PropMoveAction.getAction(objectParam.gameObject.GetComponent <Prop>().start_position); this.addAction(objectParam, move, this); } }