private void Start() { m_WaveMgr = Global.gApp.CurScene.GetWaveMgr(); m_DamageRange = transform.Find("ModelNode/Damage").gameObject; m_Rigidbody2D = GetComponent <Rigidbody2D>(); m_CircleCollider2D = GetComponent <CircleCollider2D>(); m_BackAct = GetComponent <BeatBackAct>(); m_BackAct.Init(this, m_Weight); m_Carrier = new CarrieMgr(this); m_WeaponMgr = new FightWeaponMgr(this); m_PetMgr = new FightPetMgr(this); m_BuffMgr = new BuffMgr(this); m_PlayerData = new PlayerData(this, m_BuffMgr); m_PlayerData.Init(); m_Fight = new Fight(this); m_Fight.SetRotateNode(RoleNode); m_WeaponMgr.InitGun(); //int skillLevel = Global.gApp.gSystemMgr.GetSkillMgr().GetSkillLevel(GameConstVal.SExSpeed); //Skill_dataItem skillLevelData = Global.gApp.gGameData.SkillDataConfig.Get(skillLevel); //float addParam = (skillLevelData == null) ? 1f : skillLevelData.skill_exspeed[0]; float addParam = 1.0f + 0.2f * (m_WeaponMgr.GetCombatAttrValue(CombatAttr.CombatAttrType.MoveSpeed) / (m_WeaponMgr.GetCombatAttrValue(CombatAttr.CombatAttrType.MoveSpeed) + 5.0f * PlayerDataMgr.singleton.GetPlayerLevel() + 1.0f)); m_Speed *= addParam; Debug.Log("m_Speed " + m_Speed); m_GoldRate = 1.0f + m_WeaponMgr.GetCombatAttrValue(Game.CombatAttr.CombatAttrType.Gold_Add); Debug.Log("m_GoldRate " + m_GoldRate); //m_EnableVIT = (Global.gApp.CurScene.GetPassData().enableVIT != 0); //if (m_EnableVIT) //{ // m_BuffMgr.AddBuff(BuffType.PlayerEnergy, 10, 10); //} m_InNormalScene = Global.gApp.CurScene.IsNormalPass(); if (m_InNormalScene) { m_WeaponMgr.SetCurMainWeaponEnabled(false); //m_PetMgr.ChangePet(Global.gApp.gSystemMgr.GetWeaponMgr().GetCurPet()); } //if (m_InitCar != null) //{ // GameObject CarNode = Global.gApp.gResMgr.InstantiateObj(m_InitCar); // SetCarrier(CarNode, 999999999, 6); //} SetSafe(true, false); //m_Damage = 25 * (1 + 0.25f) ^ (怪攻击等级 - 1); MonsterDamage = Mathf.Ceil(25 * Mathf.Pow((1 + 0.25f), (PlayerDataMgr.singleton.StageAtkLevel - 1))); Global.gApp.gMsgDispatcher.Broadcast <int, Transform>(MsgIds.AddPlayerHpUi, 0, HPNode); }
public Fight(Player player) { m_FootEffectNode = player.transform.Find("ModelNode/FootEffect"); m_GndNode = player.transform.Find("GndNode"); m_WeaponMgr = player.GetWeaponMgr(); m_WaveMgr = player.GetWaveMgr(); m_Carrier = player.GetCarrier(); m_Transform = player.transform; m_Player = player; m_Anim = m_Player.transform.Find("ModelNode/hero").GetComponent <Animator>(); PlayAnim(GameConstVal.Idle, GameConstVal.Idle); m_RadiusSqr = m_Radius * m_Radius; GameObject lockEffect = Global.gApp.gResMgr.InstantiateObj("Prefabs/Effect/common/chooseenemy"); m_LockEnemyEffect = lockEffect.GetComponent <FollowEnemy>(); lockEffect.transform.SetParent(Global.gApp.gRoleNode.transform, false); m_InNormalPassType = Global.gApp.CurScene.IsNormalPass(); m_PassType = Global.gApp.CurScene.GetSceneType(); AdaptFireAngle(); }