Esempio n. 1
0
 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);
     }
 }
Esempio n. 2
0
 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);
     }
 }