コード例 #1
0
    public void AIActionMoveTo(Vector3 n_point)
    {
        KnockBackHelper comp_kb = GetComponent <KnockBackHelper>();

        if (comp_kb != null)
        {
            SpeedUnit n_speedUnit = new SpeedUnit();
            n_speedUnit.setTarget(getMaxMoveSpeed(), attack_radius / 2, getSpeedUpDuration());

            comp_kb.doMoveToPositionWithUpdate(n_speedUnit, n_point);
            Debug.Log("Do move to " + n_point);
        }
    }
コード例 #2
0
    void doNormalAttack(KnockBackHelper target_knockBackHelper, UnitProperty coll_Unit)
    {
        //set explosion
        if (target_knockBackHelper != null)
        {
            power = getCurrentPower();
            Debug.Log("(" + gameObject.name + ") hit Unit (" + coll_Unit.gameObject.name + ") knockBack with power " + power);

            //knock back
            target_knockBackHelper.doExplodionKnockBackWithTween(gameObject, power);

            //lost health point
            coll_Unit.addHealthPoint(-getCurrentPower());

            //set Attack
            isReadyToAttack = false;
        }
        else
        {
            Debug.Log("knockback not found");
        }
    }
コード例 #3
0
    /// <summary>
    /// Players the action move to.
    /// </summary>
    /// <param name="n_point">N point.</param>

    public void PlayerActionMoveTo(Vector3 n_point)
    {
        //tend to target position
        AngleProvidor comp_tend          = GetComponent <AngleProvidor>();
        float         lookAtPos_distance = comp_tend.LookAtWithTargetPosition(n_point, false);

        //do transform the n_point with maximu move distance
        if (lookAtPos_distance > attack_radius / 2)
        {
            Debug.Log("lookat Position " + n_point + " is too far. ");
            n_point = comp_tend.GetTendPositionWithOutNewTarget(attack_radius / 2);
        }

        KnockBackHelper comp_kb = GetComponent <KnockBackHelper>();

        if (comp_kb != null)
        {
            SpeedUnit n_speedUnit = new SpeedUnit();
            n_speedUnit.setTarget(getMaxMoveSpeed(), attack_radius / 2, getSpeedUpDuration());

            comp_kb.doMoveToPositionWithUpdate(n_speedUnit, n_point);
            Debug.Log("Do move to " + n_point);
        }
    }