public override void ChangeAttack(ATKSTATETYPE state, Vector2D vct) { base.ChangeAttack(state, vct); //生成一个攻击判定组件 //1阶技能组件 if (state == ATKSTATETYPE.First) { Entities.Players.WriggleCmp1 cmp = new Entities.Players.WriggleCmp1(texturemanager, vct, 50); AttackComponents.Add(cmp); } //2阶技能组件 if (state == ATKSTATETYPE.Second) { Entities.Players.WriggleCmp1 cmp = new Entities.Players.WriggleCmp1(texturemanager, vct); AttackComponents.Add(cmp); } //3阶技能组件 if (state == ATKSTATETYPE.Third) { Entities.Players.WriggleCmp1 cmp = new Entities.Players.WriggleCmp1(texturemanager, vct); AttackComponents.Add(cmp); } //最终技能组件 if (state == ATKSTATETYPE.Final) { Entities.Players.WriggleCmp1 cmp = new Entities.Players.WriggleCmp1(texturemanager, vct); AttackComponents.Add(cmp); } }
public override void ChangeAttack(ATKSTATETYPE state,Vector2D vct) { base.ChangeAttack(state,vct); //生成一个攻击判定组件 //1阶技能组件 if (state == ATKSTATETYPE.First) { Entities.Players.WriggleCmp1 cmp = new Entities.Players.WriggleCmp1(texturemanager, vct,50); AttackComponents.Add(cmp); } //2阶技能组件 if (state == ATKSTATETYPE.Second) { Entities.Players.WriggleCmp1 cmp = new Entities.Players.WriggleCmp1(texturemanager, vct); AttackComponents.Add(cmp); } //3阶技能组件 if (state == ATKSTATETYPE.Third) { Entities.Players.WriggleCmp1 cmp = new Entities.Players.WriggleCmp1(texturemanager, vct); AttackComponents.Add(cmp); } //最终技能组件 if (state == ATKSTATETYPE.Final) { Entities.Players.WriggleCmp1 cmp = new Entities.Players.WriggleCmp1(texturemanager, vct); AttackComponents.Add(cmp); } }