コード例 #1
0
 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);
     }
 }
コード例 #2
0
    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;
        }
    }