コード例 #1
0
    //战斗 子弹 怎么发射?
    protected void ZidanZhandou()
    {
        if (!IsCanFasheZidan)
        {
            return;
        }
        //是否有子弹 发射
        if (!IsHasFashe)
        {
            //高速狙击子弹发射
            if (ZiDanTypeNum == 23)
            {
                //播放 高速子弹播放特效
                //ZidanFasheTimes 延长
                if (TX_GaosuHuoyandanFashe && !TX_GaosuHuoyandanFashe.gameObject.activeSelf)
                {
                    TX_GaosuHuoyandanFashe.gameObject.SetActive(true);
                    TX_GaosuHuoyandanFashe.Play();
                    _FasheYanchiTime = ZidanFasheTimes + 0.4f;
                    //print("  *********************** _FasheYanchiTime  "+ _FasheYanchiTime);
                }
            }
            else
            {
                if (!StartParticle.gameObject.activeSelf)
                {
                    StartParticle.gameObject.SetActive(true);
                    StartParticle.Play();
                    _FasheYanchiTime = ZidanFasheTimes;
                }
            }



            ZidanFasheJishi += Time.deltaTime;
            //print("  jishi  "+ ZidanFasheJishi);
            if (ZidanFasheJishi >= _FasheYanchiTime)
            {
                ZidanTXStop();
                IsHasFashe      = true;
                ZidanFasheJishi = 0;
                if (ZiDanTypeNum == 18 || ZiDanTypeNum == 28)
                {
                    //连弹***
                    //print("  *********************** 连弹************  ");
                    StartLiandan();
                    return;
                }


                if (SkillOutAudio)
                {
                    SkillOutAudio.Play();
                }

                Fire();
            }
        }
    }
コード例 #2
0
ファイル: AI_ZDYishan.cs プロジェクト: HuaniuW/myScript
 protected void ResetThisAll()
 {
     DisX = 0;
     GetComponent <JN_Date>().HitInSpecialEffectsType = 5;
     _gameBody.IsJiasu = false;
     IsTanshe          = false;
     if (YishanHitKuai)
     {
         YishanHitKuai.SetActive(false);
     }
     if (StartParticle)
     {
         StartParticle.Stop();
         StartParticle.gameObject.SetActive(false);
     }
     _gameBody.isAcing = false;
     _gameBody.GetPlayerRigidbody2D().velocity = Vector2.zero;
 }
コード例 #3
0
    void ZidanTXStop()
    {
        if (StartAudio)
        {
            StartAudio.Stop();
        }
        if (StartParticle && StartParticle.gameObject.activeSelf)
        {
            print("特效 显示 stop");
            StartParticle.Stop();
            StartParticle.gameObject.SetActive(false);
        }

        if (TX_GaosuHuoyandanFashe && TX_GaosuHuoyandanFashe.gameObject.activeSelf)
        {
            TX_GaosuHuoyandanFashe.Stop();
            TX_GaosuHuoyandanFashe.gameObject.SetActive(false);
        }
    }
コード例 #4
0
ファイル: Spring.cs プロジェクト: lulzzz/Nucleus
        /// <summary>
        /// Calculate and apply any internal forces due to deformation
        /// to the particles connected to this spring
        /// </summary>
        public void ApplyForces()
        {
            if (StartParticle != null && EndParticle != null)
            {
                Vector dir    = EndParticle.Position - StartParticle.Position;
                double length = dir.Magnitude();
                dir /= length;
                double extension = length - RestLength;
                double T         = extension * Stiffness;
                if ((Compression && extension < 0) ||
                    (Tension && extension > 0))
                {
                    // Apply force:

                    Vector force = dir * T;
                    StartParticle.ApplyForce(force);
                    EndParticle.ApplyForce(-force);
                }
            }
        }
コード例 #5
0
 protected override void ACSkillShowOut()
 {
     //base.ACSkillShowOut();
     print("  ZDAIName  " + ZDAIName);
     //string type = ZDAIName.Split('_')[2];
     if (StartParticle)
     {
         StartParticle.Play();
     }
     if (SkillType == "1")
     {
         //4毒
         Diu4Du();
     }
     else if (SkillType == "2")
     {
         GetComponent <TempAddValues>().TempAddYZ(TempAddYingzhi, 0.6f);
         //电墙
         Dianqiang();
     }
     else if (SkillType == "ywd" || SkillType == "3")
     {
         //烟雾弹
         Yanwudan();
     }
     else if (SkillType == "rzb" || SkillType == "4")
     {
         RenzhebiaoHeng();
     }
     else if (SkillType == "3rzb" || SkillType == "5")
     {
         //向天上丢3发忍者镖
         Up3RenzheBiao();
     }
     else
     {
         print("--------------------------> 丢sanuhuo  ");
         Diu3huo();
     }
 }
コード例 #6
0
ファイル: AI_ZDJumpJN.cs プロジェクト: HuaniuW/myScript
    bool IsACOver(string ACName)
    {
        if (_gameBody.GetDB().animation.lastAnimationName == ACName && _gameBody.GetDB().animation.isCompleted)
        {
            _gameBody.isAcing = false;
            print("  动作 完成!!!!! " + ACName);
            return(true);
        }


        if (!_gameBody.isAcing && _gameBody.GetDB().animation.lastAnimationName != ACName)
        {
            _gameBody.isAcing = true;
            _gameBody.GetDB().animation.GotoAndPlayByFrame(ACName, 0, 1);
            if (StartParticle && ACName == SkillSFACName)
            {
                print("  ---*****----------- 播放起手特效!!!! ");
                StartParticle.gameObject.SetActive(true);
                StartParticle.Play();
            }
        }
        return(false);
    }
コード例 #7
0
ファイル: AI_ZDYishan.cs プロジェクト: HuaniuW/myScript
    protected override void ChixuSkillStarting()
    {
        //base.ChixuSkillStarting();
        if (!_isGetStart)
        {
            return;
        }

        if (!GetComponent <AIBase>().isActioning)
        {
            TheSkillOver();
            return;
        }

        if (_roleDate.isBeHiting || _roleDate.isDie)
        {
            TheSkillOver();
            //print("------> 进来没??   "+ GetComponent<Rigidbody2D>().velocity);
            if (_roleDate.isDie)
            {
                GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0);
            }
            return;
        }

        if (_gameBody.IsHitWall || IsHitWall2)
        {
            GetOver();
            return;
        }

        if (DisX >= YishanDistance)
        {
            GetOver();
            return;
        }


        if (!IsStopSelf)
        {
            IsStopSelf = true;
            _gameBody.GetPlayerRigidbody2D().velocity = Vector2.zero;
        }

        if (!IsSkillShowOut)
        {
            IsSkillShowOut = true;

            //print("zd acName:    "+ACName);
            if (ACName != "")
            {
                _gameBody.isAcing = true;
                //_gameBody.GetDB().animation.GotoAndPlayByFrame(ACName, 0, 1);
                _gameBody.GetDB().animation.GotoAndStopByFrame(ACName);
                _gameBody.isAcing = true;
                GetComponent <TempAddValues>().TempAddYZ(TempAddYZ, StartDelayTimes + 1.4f);
            }
        }


        if (_isGetStart)
        {
            if (IsStartDelayOver())
            {
                if (!IsTanshe)
                {
                    IsTanshe = true;
                    vx       = Mathf.Abs(vx);
                    vx       = this.transform.localScale.x > 0 ? vx * -1 : vx;
                    ZishenHitKuai.SetActive(false);
                    if (YishanHitKuai)
                    {
                        YishanHitKuai.SetActive(true);
                    }
                    _gameBody.GetDB().animation.GotoAndPlayByFrame(ACName, 0, 1);
                    //这里将 攻击属性 改成了 非碰撞
                    GetComponent <JN_Date>().HitInSpecialEffectsType = 1;

                    _gameBody.IsJiasu = true;

                    GameObject tx = GlobalTools.GetGameObjectInObjPoolByName("TX_Yishan_1");
                    tx.transform.position   = this.transform.position;
                    tx.transform.localScale = new Vector3(this.transform.localScale.x, 1, 1);
                    tx.transform.parent     = this.transform.parent;
                }

                //if (_gameBody.GetDB().animation.lastAnimationState.isCompleted)
                //{
                //    print("  jiehsu maammamamamamam ");
                //}

                if (_gameBody.GetDB().animation.lastAnimationName == ACName)
                {
                    if (StartParticle != null && !IsStartParticle)
                    {
                        IsStartParticle = true;
                        //print("zd qs 播放 起手特效");
                        StartParticle.gameObject.SetActive(true);
                        StartParticle.Play();
                    }

                    //print("------------------??????   " + ACName + "   sudu   " + GetComponent<Rigidbody2D>().velocity);

                    if (_gameBody.GetDB().animation.isCompleted)
                    {
                        //print("???????  结束   ");
                        //print("???????  结束   ");
                        //print("???????  结束   ");
                        _gameBody.GetDB().animation.Stop();
                    }

                    GetComponent <Rigidbody2D>().velocity = new Vector2(vx, 0);
                    if (YanChen)
                    {
                        YanChen.Play();
                    }
                }
                else
                {
                    print("跳出了 一闪动作 结束");
                    GetOver();
                }



                //GetComponent<Rigidbody2D>().velocity = new Vector2(vx, 0);
                //if (YanChen) YanChen.Play();

                DisX = Mathf.Abs(this.transform.position.x - thisChushiX);
            }
        }
    }