/// <summary> /// 对外接口,用于痉挛发生时调用方法 /// </summary> /// <param name="Pos">上一个点位置</param> /// <param name="Speed">复位时速度</param> /// <param name="Deviation">距离误差</param> /// <param name="WaitingTime">清除痉挛前等待时间</param> /// <param name="WaitingTraining">复位完等待继续游戏时间</param> public static void SpasmRecover(Vector2 Pos, int Speed, int Deviation, float WaitingTime = 0, float WaitingTraining = 0) { SpasmPostion = Pos; ResetSpeed = Speed; ResetDeviation = Deviation; SpasmWaitingTime = WaitingTime; SpasmWaitingTraining = WaitingTraining; IsCanReset = false; spasmState = SpasmState.RecoveryWaiting; }
/// <summary> /// 对外接口,跳过痉挛 /// </summary> public static void SkipSpasm() { spasmState = SpasmState.SkipSpasm; }
/// <summary> /// 对外接口,处理二次痉挛 /// </summary> public static void SpasmAgainRecover() { spasmState = SpasmState.SpasmAgain; }