예제 #1
0
    public override void Initialize()
    {
        canBeFighted = GetComponent <CanBeFighted>();
        poolManager  = GameObject.Find("PoolManager").GetComponent <PoolManager>();

        if (Thing6 != "")
        {
            randomThingName[randomThingNumber] = Thing6;
            randomThingNumber++;
        }
        if (Thing7 != "")
        {
            randomThingName[randomThingNumber] = Thing7;
            randomThingNumber++;
        }
        if (Thing8 != "")
        {
            randomThingName[randomThingNumber] = Thing8;
            randomThingNumber++;
        }
        if (Thing9 != "")
        {
            randomThingName[randomThingNumber] = Thing9;
            randomThingNumber++;
        }
        if (Thing10 != "")
        {
            randomThingName[randomThingNumber] = Thing10;
            randomThingNumber++;
        }
    }
예제 #2
0
 public override void Initialize()
 {
     base.Initialize();
     playerAnim.SetSpell(this, SkillType.SelfExplosion);
     defencePlayer = player.GetComponent <DefencePlayer>();
     canFight      = player.GetComponent <CanFight>();
     canBeFighted  = player.GetComponent <CanBeFighted>();
 }
예제 #3
0
 protected virtual void Awake()
 {
     attackedCheck = GetComponent <CanBeFighted>();
     if (attackedCheck == null)
     {
         Debug.LogError("在" + gameObject.name + "中,Defence组件没有找到所依赖的CanBeFighted组件");
     }
 }
예제 #4
0
 /// <summary>
 /// 对一个能够战斗的目标造成伤害,作为底层私有函数被调用
 /// </summary>
 /// <param name="target">造成伤害的目标</param>
 /// <param name="damage">造成输入数值的伤害</param>
 /// <param name="interruptType">攻击打断类型,默认为无打断</param>
 /// <returns>返回造成了多少伤害,具体用法有待进一步讨论</returns>
 public int Attack(CanBeFighted target, int damage, AttackInterruptType interruptType = AttackInterruptType.NONE, ElementAbilityManager.Element element = ElementAbilityManager.Element.NULL)
 {
     if (!isInitialized)
     {
         Debug.LogError("在" + gameObject.name + "物体中,CanFight组件未初始化!");
     }
     return(target.BeAttacked(gameObject, damage, interruptType, element));
 }
예제 #5
0
    /// <summary>
    /// 范围性攻击,实现方法为输入表示范围的Collier2D,检测范围内的每个拥有CanBeFighted的敌人,调用BeAttacked
    /// </summary>
    /// <param name="area">表示攻击范围的collier2d, 应该为trigger态</param>
    /// <param name="damage">该次范围攻击造成了多少伤害</param>
    /// <param name="interruptType">该次攻击为何种打断类型</param>
    /// <returns>返回攻击到的敌人对象的CanBeFighted组件的数组</returns>
    public CanBeFighted[] AttackArea(Collider2D area, int damage, AttackInterruptType interruptType = AttackInterruptType.NONE, ElementAbilityManager.Element element = ElementAbilityManager.Element.NULL)
    {
        //输入范围需要Trigger才行
        if (!area.isTrigger)
        {
            Debug.LogError("在" + gameObject.name + "释放范围攻击时,输入的collider2d并不是trigger态");
            return(null);
        }

        Collider2D[] enemies       = new Collider2D[ENMEIES_MAX_NUM_ONEATTACK];
        int          enemiesNumber = area.OverlapCollider(filter, enemies);

        if (enemiesNumber != 0)
        {
            Debug.Log("攻击碰到敌人");

            CanBeFighted[] enemiesAttacked = new CanBeFighted[enemiesNumber];
            CanBeFighted   enemyBody;
            //对碰到的敌人进行以下操作,如果敌人有CanBeFighted组件,则施加攻击,否则报错

            for (int i = 0; i < enemiesNumber; i++)
            {
                if (enemies[i].TryGetComponent <CanBeFighted>(out enemyBody))
                {
                    Attack(enemyBody, damage, AttackInterruptType.NONE, element);
                    enemiesAttacked[i] = enemyBody;
                }
                else
                {
                    Debug.LogError("在" + gameObject.name +
                                   "释放范围攻击时,这些物体被检测为敌人,但是没有CanBeFighted组件" + enemies[i].gameObject.name);
                }
            }
            return(enemiesAttacked);
        }

        return(null);
    }