コード例 #1
0
ファイル: Hero.cs プロジェクト: qiwulun2006/EGamePlay
    // Start is called before the first frame update
    void Start()
    {
        Instance = this;
        AnimancerComponent.Animator.fireEvents = false;
        AnimancerComponent.States.CreateIfNew(IdleAnimation);
        AnimancerComponent.States.CreateIfNew(RunAnimation);
        AnimancerComponent.States.CreateIfNew(JumpAnimation);
        AnimancerComponent.States.CreateIfNew(AttackAnimation);
        AnimancerComponent.States.CreateIfNew(SkillAnimation);

        CombatEntity = EntityFactory.Create <CombatEntity>();
        CombatEntity.AddComponent <SkillPreviewComponent>();

        SkillConfigObject config   = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1001_黑火球术");
        AbilityEntity     abilityA = CombatEntity.AttachSkill <Skill1001Entity>(config);

        CombatEntity.BindAbilityInput(abilityA, KeyCode.Q);

        config   = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1002_炎爆");
        abilityA = CombatEntity.AttachSkill <Skill1002Entity>(config);
        CombatEntity.BindAbilityInput(abilityA, KeyCode.W);

        config   = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1004_血红激光炮");
        abilityA = CombatEntity.AttachSkill <Skill1004Ability>(config);
        CombatEntity.BindAbilityInput(abilityA, KeyCode.E);

        AnimTimer.MaxTime = AnimTime;
    }
コード例 #2
0
ファイル: Hero.cs プロジェクト: x00568/EGamePlay
    // Start is called before the first frame update
    void Start()
    {
        CombatEntity = EntityFactory.Create <CombatEntity>();
        CombatEntity.Initialize();
        CombatEntity.AddComponent <AbilityPreviewComponent>();

        var config   = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1001_黑火球术");
        var abilityA = CombatEntity.AttachSkill <Skill1001Entity>(config);

        CombatEntity.BindAbilityInput(abilityA, KeyCode.Q);

        AnimTimer.MaxTime = AnimTime;
    }