public void Attack() { attackState = attackList [attackC]; subtitle.attackWarning(); // if (attackState == aState.spitFire) // fire.SetActive (true); attackC++; if (attackC >= attackList.Length) { attackC = 0; } }
/// <summary> /// 分层播放,如果那一层的骨骼使用者是当前状态,则当前状态能播放状态,否则忽略 /// </summary> /// <param name="aState"></param> /// <param name="time">时间的调整</param> /// <returns></returns> public float Play(aState aState, float?time = null) { ///获取将要播放状态的时间 /// 根据时间进行调整4个参数 float normalizedTime = time ?? 0; AnimatorController.CrossFade(aState.HashName, 0.2f, 0, normalizedTime); return(normalizedTime); }
void attack_DropHair(Vector3[] positoin, int[] numPerS) { for (int i = 0; i < numPerS [whichS]; i++) { Instantiate(hair, positoin [whichH], Quaternion.identity); whichH++; } whichS++; //attack end if (whichS > numPerS [0] || whichH > hairPosi1[0].x) { whichH = 1; whichS = 1; attackState = aState.idle; } }
// Update is called once per frame void FixedUpdate() { if (isStop) { return; } switch (attackState) { case aState.idle: interCount += Time.deltaTime; if (interCount > attackInterval) { interCount = 0; bossAnimator.SetTrigger(aStartID); subtitle.attackPre(); if (attackInterval < 6 || attackInterval > 10) { attackInterval = 8; } attackInterval = Random.Range(attackInterval - 2, attackInterval + 2); } break; case aState.dropHair1: if (attackF == hairInterval) { attackF = 0; attack_DropHair(hairPosi1, hairNumPerS1); } else { attackF++; } break; case aState.dropHair2: if (attackF == hairInterval) { attackF = 0; attack_DropHair(hairPosi2, hairNumPerS2); } else { attackF++; } break; case aState.dropHair3: if (attackF == hairInterval) { attackF = 0; attack_DropHair(hairPosi3, hairNumPerS3); } else { attackF++; } break; case aState.dropHair4: if (attackF == hairInterval) { attackF = 0; attack_DropHair(hairPosi4, hairNumPerS4); } else { attackF++; } break; case aState.spitFire: fireTime += Time.deltaTime; if (fireTime > 1.5) { fireTime = 0; attackState = aState.idle; fire.SetActive(false); } break; case aState.prepare: default: break; } }