// Start is called before the first frame update void Start() { this._attackcallback = (t) => { int a = Random.Range(1, 3); AudioManager._instance.PlayAudio("击中" + a); }; }
// Use this for initialization void Start() { this._attackcallback = (t) => { if (t.GetComponent <EnemyBase>().hitoffable) { t.transform.right = transform.position.x > t.transform.position.x ? new Vector2(1, 0) : new Vector2(-1, 0); GetComponentInParent <Rigidbody2D>().velocity = new Vector2(0, GetComponentInParent <Rigidbody2D>().velocity.y); t.GetComponent <Rigidbody2D>().velocity = Vector2.zero; t.GetComponent <Rigidbody2D>().AddForce(-t.transform.right * 30, ForceMode2D.Impulse); } PlayerInfoController._instance.AddEnergy(3); PlayerInfoController._instance.AddMP(5); int a = Random.Range(1, 3); AudioManager._instance.PlayAudio("击中" + a); game.Scene._instance.player.GetComponent <Rigidbody2D>().velocity = Vector2.zero; game.Scene._instance.player.GetComponent <Rigidbody2D>().AddForce(-game.Scene._instance.player.transform.right * 5, ForceMode2D.Impulse); }; }
private void OnEnable() { this._attackcallback = (t) => { if (game.Scene._instance.player.transform.position.x > t.transform.position.x) { transform.rotation = Quaternion.Euler(0, 180, 0); } else { transform.rotation = Quaternion.identity; } t.GetComponent <Rigidbody2D>().AddForce(t.transform.right * 50, ForceMode2D.Impulse); int a = Random.Range(1, 3); AudioManager._instance.PlayAudio("击中" + a); }; parent = transform.parent; _anim = GetComponent <Animator>(); }
// Start is called before the first frame update void Start() { this._attackcallback = (t) => { Debug.Log((GetComponentInParent <Enemy_7_Controller>()._machine.GetState("attack") as Enemy_7_AttackState).id); (GetComponentInParent <Enemy_7_Controller>()._machine.GetState("attack") as Enemy_7_AttackState).AttackStop(); }; }