コード例 #1
0
 //寻找范围内的第一个敌人
 public BaseEnemy SearchEnemyInScope(Vector3 vector3, float dis)
 {
     foreach (KeyValuePair <string, BaseSingleTypeObjectPool> pool in _mutipleTypeObjectPool._objectsDic)
     {
         foreach (BaseEnemy baseEnemy in pool.Value._objectList)
         {
             if (GameTool.IsObjectInScope(baseEnemy._entityGameObject, vector3, dis))
             {
                 return(baseEnemy);
             }
         }
     }
     return(null);
 }
コード例 #2
0
        protected virtual void Attack(Action <Transform> attackAction = null)
        {
            //判断攻击CD
            _attackTime += Time.deltaTime;
            if (_attackTime < _attackCDInterval)
            {
                return;
            }
            //还没有攻击目标
            if (_targetEnemy == null)
            {
                if (!SearchEnemy())
                {
                    return;
                }
            }
            else
            {
                //敌人超出攻击范围 马上寻找
                if (!GameTool.IsObjectInScope(_targetEnemy._entityGameObject,
                                              _entityGameObject.transform.position, _attackDistance))
                {
                    _targetEnemy = null;
                    return;
                    //如果需要延长可以去掉寻找敌人部分代码
                    //if (!SearchEnemy())
                    //{
                    //    return;
                    //}
                }
            }
            //获取攻击坐标
            Transform targeTransform = _targetEnemy._entityGameObject.transform;
            //炮口转向目标
            float   ty  = _rotateObject.position.y;
            Vector3 tv3 = targeTransform.position;

            _rotateObject.LookAt(new Vector3(tv3.x, ty, tv3.z));
            //产生攻击特效
            attackAction(targeTransform);
            //刷新攻击时间
            _attackTime = 0;
        }
コード例 #3
0
        //寻找范围内的第一个敌人
        public BaseEnemy SearchRandomEnemyInScope(Vector3 vector3, float dis)
        {
            List <BaseEnemy> tempEnemys = new List <BaseEnemy>();

            foreach (KeyValuePair <string, BaseSingleTypeObjectPool> pool in _mutipleTypeObjectPool._objectsDic)
            {
                foreach (BaseEnemy baseEnemy in pool.Value._objectList)
                {
                    if (GameTool.IsObjectInScope(baseEnemy._entityGameObject, vector3, dis))
                    {
                        tempEnemys.Add(baseEnemy);
                    }
                }
            }
            if (tempEnemys.Count == 0)
            {
                return(null);
            }
            int n = Random.Range(0, tempEnemys.Count);

            return(tempEnemys[n]);
        }