Esempio n. 1
0
    protected override void OpEffect_Factory(OpCode opCode, Role otherRole, params float[] values)
    {
        if (role.EquipentType != (int)EquipmentType.sword)
        {
            return;
        }
        Start();
        isAdd = false;
        switch (stage)
        {
        case 1:
            //skill.ClearEvent();
            animator.Play("挥刀1");
            TimeNodeList.Add(new TimeNode(0.2f, Trigger));
            TimeNodeList.Add(new TimeNode(0.3f, AddStage));
            TimeNodeList.Add(new TimeNode(0.5f, End));
            break;

        case 2:
            animator.Play("挥刀2");
            TimeNodeList.Add(new TimeNode(0.2f, Trigger));
            TimeNodeList.Add(new TimeNode(0.3f, AddStage));
            TimeNodeList.Add(new TimeNode(0.5f, End));
            break;

        case 3:
            animator.Play("挥刀3");
            TimeNodeList.Add(new TimeNode(0.3f, Trigger));
            TimeNodeList.Add(new TimeNode(1f, End));
            break;
        }
    }
Esempio n. 2
0
 protected override bool Use_Factory()
 {
     //Debug.Log("回旋斩!");
     Start();
     animator.Play("生死流转斩");
     TimeNodeList.Add(new TimeNode(0.5f, One));
     TimeNodeList.Add(new TimeNode(1f, Two));
     TimeNodeList.Add(new TimeNode(0.3f, End));
     return(true);
 }
Esempio n. 3
0
 protected override void OpEffect_Factory(OpCode opCode, Role otherRole, params float[] values)
 {
     //技能前摇开始计时
     //StartTriggerTime();
     Start();
     TimeNodeList.Add(new TimeNode(0.5f, Trigger));
     TimeNodeList.Add(new TimeNode(0.1f, End));
     role.MpChange(Mp);
     //animator.SetTrigger("攻击阶段1");
     animator.Play("空中_左手出掌");
     //opCode = OpCode.Noth;
 }
Esempio n. 4
0
    protected override void OpEffect_Factory(OpCode opCode, Role otherRole, params float[] values)
    {
        if (role.EquipentType != (int)EquipmentType.noth)
        {
            return;
        }
        isAdd = false;
        Start();
        if (!CheckConsume())
        {
            Debug.Log("MP不足");
            opCode = OpCode.Noth;
            return;
        }

        switch (stage)
        {
        case 1:
            animator.Play("右直拳");
            TimeNodeList.Add(new TimeNode(0.3f, Trigger));
            TimeNodeList.Add(new TimeNode(0.4f, AddStage));
            TimeNodeList.Add(new TimeNode(0.5f, End));
            break;

        case 2:
            animator.Play("左直拳");
            TimeNodeList.Add(new TimeNode(0.3f, Trigger));
            TimeNodeList.Add(new TimeNode(0.4f, AddStage));
            TimeNodeList.Add(new TimeNode(0.5f, End));
            break;

        case 3:
            animator.Play("高踢(右)");
            TimeNodeList.Add(new TimeNode(0.3f, Trigger));
            TimeNodeList.Add(new TimeNode(1f, End));
            break;
        }
    }