コード例 #1
0
    // Update is called once per frame
    void Update()
    {
        m_BufferMgr.Update();
#if UNITY_EDITOR
        if (Input.GetKeyDown(KeyCode.Z) && monsterMessage.HasActive && monsterMessage.targetCt.hasFindTarget)
        {
            //BufferAddDamage (1, 5, 1, false, false, false);
            //PerDeBufferPoison (5, 1, 10, 1, false, false);
            //PerDeBufferIgnition (10, 3, 5, 1, false, false);
            //PerDeBufferBleed(5, 3, 15, 1, false, false);
            //DeBufferSunderArmor (5, 5, 1, false, false);
            //PerBufferAddBlood (10, 3, 5, 1, false, false, false);
            //BufferSpeedUp (0.5f, 6, 1, false, false);
            //DeBufferSlowDown (0.5f, 5, 2, false, false);
            //DeBufferDizzness (5, 1, false, false);
            //DeBufferFreeze (5, 1, false, false);
            //BufferRelive (100, 100, 10, 0, false, true);
            //PerDeBufferIgnition (1, 2, 10, 1, false, false);
            //BufferAddAttackSpeed (3, 5, 1, false, false);
        }
        if (Input.GetKeyDown(KeyCode.X) && transform.parent.parent.GetComponent <MonsterMessage>().HasActive)
        {
            RemoveAllTypeBuffe();
        }
#endif
    }
コード例 #2
0
 // Update is called once per frame
 void Update()
 {
     m_BufferMgr.Update();
     if (Input.GetKeyDown(KeyCode.Z) && transform.parent.parent.GetComponent <MonsterMessage> ().HasActive&& transform.parent.parent.GetComponentInChildren <MonsterTargerController> ().hasFindTarget)
     {
         //BufferAddDamage (1, 5, 1, false, false, false);
         //PerDeBufferPoison (5, 1, 10, 1, false, false);
         //PerDeBufferIgnition (10, 3, 5, 1, false, false);
         //PerDeBufferBleed (5, 3, 5, 1, false, false);
         //DeBufferSunderArmor (5, 5, 1, false, false);
         //PerBufferAddBlood (10, 3, 5, 1, false, false, false);
         //BufferSpeedUp (0.5f, 6, 1, false, false);
         //DeBufferSlowDown (0.5f, 5, 2, false, false);
         //DeBufferDizzness (5, 1, false, false);
         //DeBufferFreeze (5, 1, false, false);
         //BufferRelive (100, 100, 10, 0, false, true);
         //PerDeBufferIgnition (1, 2, 10, 1, false, false);
     }
     if (Input.GetKeyDown(KeyCode.X) && transform.parent.parent.GetComponent <MonsterMessage> ().HasActive)
     {
         RemoveAllTypeBuffe();
     }
 }