Esempio n. 1
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    IEnumerator <YieldInstruction> DelayInit()
    {
        yield return(new WaitForSeconds(0.2f));

        Sickle = testplayer.Instance.Sickle;
        player = testplayer.Instance;
    }
Esempio n. 2
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    private void Awake()
    {
        UIManager.Instance.PushPanel(UIBaseType.MainPanel);
        _player           = new Player();
        initiative_stage  = new Initiative_Stage();
        interaction_stage = new Interaction_Stage();
        stand_stage       = new Stand_Stage();
        run_stage         = new Run_Stage();
        jump_stage        = new Jump_Stage();
        flash_stage       = new Flash_Stage();
        rape_stage        = new Rape_Stage();
        att_stage         = new Att_Stage();
        hurt_stage        = new Hurt_Stage();
        doublejump_stage  = new DoubleJump_Stage();
        attex_stage       = new AttEx_Stage();
        tanfan_stage      = new Tanfan_stage();
        if (Instance == null)
        {
            Instance = this;
        }
        playergameobj = this.gameObject;
        aa            = player_att_speed;
        canhurt       = true;

        skins = GetComponentsInChildren <SkinnedMeshRenderer>();
        hp    = Hpmax;
        mana  = Manamax;
    }
Esempio n. 3
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    public IEnumerator <YieldInstruction> DelayInit()
    {
        yield return(new WaitForSeconds(0.2f));

        player = testplayer.Instance;
        Pin    = testplayer.Instance.Pin;
    }
Esempio n. 4
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 public XinYan(RuneEntity runeEntity) : base(runeEntity)
 {
     rune_Event      = RuneEvent.OnDefence;
     RuneName        = "心眼";
     name            = "XinYan";
     rune_Type       = RuneType.passive;
     this.runeEntity = runeEntity;
     player          = testplayer.Instance;
 }
Esempio n. 5
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 public TuXi(RuneEntity runeEntity) : base(runeEntity)
 {
     rune_Event      = RuneEvent.OnDefence;
     RuneName        = "吐息";
     name            = "TuXi";
     rune_Type       = RuneType.passive;
     this.runeEntity = runeEntity;
     player          = testplayer.Instance;
     Description     = "招架成功后获得大量能量";
 }
Esempio n. 6
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 public XianDan(RuneEntity runeEntity) : base(runeEntity)
 {
     rune_Event      = RuneEvent.ActiveOne;
     this.name       = "XianDan";
     RuneName        = "霰弹";
     rune_Type       = RuneType.active;
     this.runeEntity = runeEntity;
     MpNeed          = 40;
     player          = testplayer.Instance;
     Description     = "向前方一定区域发射致命的散弹";
 }
Esempio n. 7
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 public override void Execute()
 {
     if (!player)
     {
         player = testplayer.Instance;
     }
     if (!Pin)
     {
         Pin = testplayer.Instance.Pin;
     }
     AudioManager.Instance.TryPlayAudio(AudioManager.AudioType.YinZhen);
     UnityEngine.Object.Instantiate(Pin, player.transform.position + player.face_to * player.transform.right * 1.0f, Quaternion.identity);
 }
Esempio n. 8
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 public YinZhen(RuneEntity runeEntity) : base(runeEntity)
 {
     rune_Event      = RuneEvent.ActiveOne;
     RuneName        = "银针";
     name            = "YinZhen";
     rune_Type       = RuneType.active;
     this.runeEntity = runeEntity;
     MpNeed          = 20;
     if (testplayer.Instance != null)
     {
         player = testplayer.Instance;
         Pin    = testplayer.Instance.Pin;
     }
     Description = "发射一根不致命的银针";
 }
Esempio n. 9
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 public override void Execute()
 {
     Collider[] colliders;
     if (!player)
     {
         player = testplayer.Instance;
     }
     colliders = Physics.OverlapBox(player.transform.position + Vector3.right * testplayer.Instance.face_to * 4.0f * 0.6f, new Vector3(4.0f, 1.0f, 1.0f), Quaternion.identity, 1 << 11);
     foreach (var collider in colliders)
     {
         if (collider.tag == "enemy")
         {
             testplayer.Instance.StartCoroutine(Exe(collider.gameObject));
         }
     }
 }
Esempio n. 10
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 public YinXian(RuneEntity runeEntity) : base(runeEntity)
 {
     rune_Event      = RuneEvent.ActiveOne;
     RuneName        = "银线";
     name            = "YinXian";
     rune_Type       = RuneType.active;
     this.runeEntity = runeEntity;
     MpNeed          = 30;
     Damage          = 4;
     if (testplayer.Instance != null)
     {
         player = testplayer.Instance;
         Xian   = testplayer.Instance.YinXian;
     }
     Description = "释放一个能造成多段伤害的陷阱";
 }
Esempio n. 11
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    public LianDao(RuneEntity runeEntity) : base(runeEntity)
    {
        rune_Event      = RuneEvent.ActiveOne;
        this.name       = "LianDao";
        RuneName        = "飓风之镰";
        rune_Type       = RuneType.active;
        this.runeEntity = runeEntity;
        MpNeed          = 30;
        Description     = "向前方发射一斤旋转的镰刀";

        if (testplayer.Instance != null)
        {
            Sickle = testplayer.Instance.Sickle;
            player = testplayer.Instance;
        }
    }
Esempio n. 12
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    public override void Execute()
    {
        GameObject temp;

        if (player == null)
        {
            player = testplayer.Instance;
        }
        if (Sickle == null)
        {
            Sickle = testplayer.Instance.Sickle;
        }
        AudioManager.Instance.TryPlayAudio(AudioManager.AudioType.Sickle);
        temp = UnityEngine.Object.Instantiate(Sickle, player.transform.position, Quaternion.identity);
        temp.GetComponent <LianDaoEntity>().dir = testplayer.Instance.face_to * new Vector3(1, 0, 0);
    }
Esempio n. 13
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    public override void Execute()
    {
        Collider[] colliders;
        if (!player)
        {
            player = testplayer.Instance;
        }
        if (!Xian)
        {
            Xian = testplayer.Instance.YinXian;
        }
        GameObject xian = Object.Instantiate(Xian, player.transform.position, Quaternion.Euler(0, 0, -90));

        colliders = Physics.OverlapBox(player.transform.position, new Vector3(Xian.transform.localScale.y, 1, 1), Quaternion.identity, 1 << 11);
        List <enemy_base> enemys = new List <enemy_base>();

        for (int i = 0; i < colliders.Length; i++)
        {
            enemy_base temp = null;
            if (colliders[i].GetComponent <enemy_base>())
            {
                temp = colliders[i].GetComponent <enemy_base>();
            }


            if (!temp)
            {
                continue;
            }
            else
            {
                enemys.Add(temp);
                if (temp.GetComponent <enemy_base>())
                {
                    ProcessSystem.Instance.FPlayerSkill_Enemy(temp, 0.5f);
                }
            }
        }
        RuneManager.Instance.StartCoroutine(buffer(enemys, xian));
    }
Esempio n. 14
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 public void FPlayer_EnemyWeapon(testplayer Player)
 {
 }