//Called from the PlayerInput scripts and / or the Ally button OnClick() event public void SummonAlly() { //If there is no ally manager, leave if (allyManager == null) { return; } //Attempt to get an Ally by calling SummonAlly() Ally ally = allyManager.SummonAlly(); //If SummonAlly() was able to spawn an ally... if (ally != null) { //...set the ally as the target of the enemies... EnemyTarget = ally.transform; //...and call UnsummonAlly() after a set delay Invoke("UnSummonAlly", ally.Duration); } }
//从PlayerInput脚本和/或“ Ally”按钮的OnClick()事件调用 //Called from the PlayerInput scripts and / or the Ally button OnClick() event public void SummonAlly() { //如果没有盟友管理员,请离开 //If there is no ally manager, leave if (allyManager == null) { return; } //通过调用SummonAlly()尝试获得盟友 //Attempt to get an Ally by calling SummonAlly() Ally ally = allyManager.SummonAlly(); //如果SummonAlly()能够产生盟友... //If SummonAlly() was able to spawn an ally... if (ally != null) { // ...将盟友设为敌人的目标... //...set the ally as the target of the enemies... EnemyTarget = ally.transform; // ...并在设置的延迟后调用UnsummonAlly() //...and call UnsummonAlly() after a set delay Invoke("UnSummonAlly", ally.Duration); } }