コード例 #1
0
ファイル: MK_Controler.cs プロジェクト: vszed/DragonLee
    public void MouseToMove()
    {
        if (Input.GetKey(KeyCode.Mouse1) && MoveOrAttackSwitch)  //鼠标右键限定
        {
            //Debug.Log("MouseToMove()");
            var        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hitInfo;

            Physics.Raycast(ray, out hitInfo, 1 << LayerMask.NameToLayer("Terrain") | 1 << LayerMask.NameToLayer("Enemy"));
            //Debug.Log(hitInfo.point);
            if (hitInfo.collider.tag == "Terrain" &&
                Mathf.Abs(Vector3.Distance(GameObject.FindWithTag("Player").transform.position, hitInfo.point)) > 1)     //加限制
            {
                //Debug.Log("Terrain");
                Run.getInstance().RunToPos(hitInfo.point);              //坐标
                SmoothLookAt.getInstance().Init_Rotate(hitInfo.point);  //朝向

                NormalAttack.getInstance().attackTargetObj = null;
            }
            else if (hitInfo.collider.tag == "Enemy")
            {
                NormalAttack.getInstance().attackTargetObj = hitInfo.collider.GetComponentInParent <Enemy>().gameObject;
            }
            else
            {
                NormalAttack.getInstance().attackTargetObj = null;  //清空普攻目标
            }
        }
    }
コード例 #2
0
    public void ValidAttacks()
    {
        if (NormalAttack.getInstance().attackTargetObj)  //有效攻击
        {
            Debug.Log("ValidAttacks()");
            NormalAttack.getInstance().attackTargetObj.GetComponent <InjureSystem>().beInjured(100);

            //攻击特效
            var sfxAudio = GameObject.Find("SFX").GetComponent <AudioSource>();
            sfxAudio.clip = GameObject.FindWithTag("Player").GetComponentInChildren <HeroSounds>().normalAttackSFX[Random.Range(0, GameObject.FindWithTag("Player").GetComponentInChildren <HeroSounds>().normalAttackSFX.Length)];
            sfxAudio.Play();
        }
    }
コード例 #3
0
    IEnumerator doSkill(int skillKind)
    {
        NormalAttack.getInstance().attackTargetObj = null;
        Run.getInstance().finishRun();
        m_animator.SetFloat("HeroSkillKind", skillKind);
        m_animator.SetBool("isHeroSkill", true);

        switch (skillKind)
        {
        case 0:
        {
            var        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hitInfo;
            Physics.Raycast(ray, out hitInfo, 1 << LayerMask.NameToLayer("Terrain") | 1 << LayerMask.NameToLayer("Enemy"));
            //SmoothLookAt.getInstance().Init_Rotate(hitInfo.point);
            gameObject.transform.LookAt(hitInfo.point);
            yield return(new WaitForSeconds(.1f));

            var prefabQ = Instantiate(Resources.Load("Prefab/BlindMonkQ"), GameObject.Find("Q_pos").transform.position, new Quaternion());

            var vec1        = new Vector3(hitInfo.point.x, GameObject.Find("Q_pos").transform.position.y, hitInfo.point.z);
            var vec2        = GameObject.Find("Q_pos").transform.position;
            var dir         = vec1 - vec2;
            Ray rayToTarget = new Ray(vec2, dir);

            ((GameObject)prefabQ).GetComponent <BlindMonkQ>().targetPos = rayToTarget.GetPoint(1000);
            break;
        }

        case 1:
        {
            Vector3 tarPos = new Vector3(Q_target.transform.position.x, GameObject.Find("Q_pos").transform.position.y, Q_target.transform.position.z);
            //SmoothLookAt.getInstance().Init_Rotate(tarPos);
            gameObject.transform.LookAt(tarPos);
            Run.getInstance().RunToPos(tarPos, true);
            Q_target = null;
            break;
        }

        default:
            break;
        }
    }
コード例 #4
0
 // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
 override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     NormalAttack.getInstance().finishAttack();
 }
コード例 #5
0
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     NormalAttack.getInstance().AttackRateUpdate = Time.time - 1.2f;  //移动 => 缩短攻击间隔(走A)
 }