public void AttackEnd() { //Debug.Log("SkillEnd"); CharacterInfo attackCharInfo = soliderInfo.GetAttackInfo(); //如果目标死亡,回归空闲状态 if (attackCharInfo.IsDead()) { attackCharInfo.ChangeState("die"); soliderInfo.ChangeState("ready"); } //如果目标未死亡,继续攻击状态 else { //Debug.Log("continue attack"); soliderInfo.ChangeState("attack"); } }
public void Excute() { Vector3 pos = soliderInfo.GetPosition(); float dis = Vector3.Distance(pos, targetPos); if (dis < speed * Time.deltaTime) { soliderInfo.SetPosition(targetPos.x, targetPos.y, targetPos.z); CharacterInfo attackInfo = soliderInfo.GetAttackInfo(); soliderInfo.SetAttackInfo(attackInfo); attackInfo.SetAttackInfo(soliderInfo); soliderInfo.ChangeState("attack", attackInfo); attackInfo.ChangeState("attack", soliderInfo); } else { pos = Vector3.MoveTowards(pos, targetPos, Time.deltaTime * speed); soliderInfo.SetPosition(pos.x, pos.y, pos.z); } }