コード例 #1
0
        // Update is called once per frame
        void Update()
        {
            //进出视野范围内的逻辑处理
            if (EnemyManager._Instance.enemyList.Count > 0)
            {
                foreach (var i in EnemyManager._Instance.enemyList)
                {
                    if (Vector2.Distance(this.transform.position, i.transform.position) <= DetectRadius)
                    {
                        if (!InSightList.Contains(i))
                        {
                            InSightList.Add(i);
                        }
                    }
                    else
                    {
                        if (InSightList.Contains(i))
                        {
                            InSightList.Remove(i);
                        }
                    }
                }
            }

            if (InSightList.Count > 0)
            {
                Enemy enemy = InSightList[0];
                if (enemy == null)
                {
                    InSightList.Remove(enemy);
                    return;
                }
                if (attackTimeCount >= 1f / attackSpeed)
                {
                    //攻击敌人
                    enemy.Hurt(attack);
                    attackTimeCount = 0;
                    this.aniState   = SoldierAnimationState.Pistol;
                    ChangeDirection(enemy.transform.position);
                }
                else
                {
                    attackTimeCount += Time.deltaTime;
                }
            }
            else
            {
                //执行警戒
                this.aniState = SoldierAnimationState.Normal;
            }

            if (preAniState != aniState)
            {
                if (OnStateChanged != null)
                {
                    OnStateChanged();
                }
            }
            preAniState = aniState;
        }
コード例 #2
0
        public void SetSoldierAniState(SoldierAnimationState state)
        {
            switch (state)
            {
            case SoldierAnimationState.Normal:
                this.AnimIndex = 0;
                break;

            case SoldierAnimationState.Pistol:
                this.AnimIndex = 1;
                break;

            case SoldierAnimationState.ShotGunOff:
                this.AnimIndex = 2;
                break;

            case SoldierAnimationState.ShotGunOn:
                this.AnimIndex = 3;
                break;

            default:
                break;
            }
        }