public override void RealPlaySkill() { base.RealPlaySkill(); if (!isCanAction) { return; } if (curSkill == PlayerConfig.moFaDan) { //生成子弹 UnityEngine.Object cubePreb = Resources.Load("BulletMagic", typeof(GameObject)); GameObject cube = Instantiate(cubePreb) as GameObject; BulletMagic com = cube.GetComponent <BulletMagic>(); com.InitData(this, skillDirect); } else if (curSkill == PlayerConfig.tianQian) { SetTianQianData(true); } else if (curSkill == PlayerConfig.huDun) { SetSheild(PlayerConfig.huDun_Count); SetHuDunData(true); } }
void Update() { if (Time.time > nextFire && isLockTarget) { Instantiate(effect, startEffect.transform.position, Quaternion.Euler(new Vector3(0, 0, 0))); GameObject bulletMagic = (GameObject)Instantiate(magic, positionFireBullet.transform.position, Quaternion.Euler(new Vector3(0, 0, 0))); BulletMagic bullet = bulletMagic.GetComponentInChildren <BulletMagic>(); if (bullet != null) { bullet.SetTarget(gameObjectTarget); } nextFire = Time.time + TIME_RETURN_FIRE; } if (gameObjectTarget == null) { isLockTarget = false; } }