public void GetHurt(float value) { if (invincible) { return; } //Debug.Log("getHurt"); state = State.hurt; invincible = true; effectAudio.SetAudio(1); //animator.SetTrigger("is_hurt"); speedX = .0f; speedY = .0f; if (state == State.attack)//如果被打到時正在攻擊,被斷招 { animator.SetBool("is_attack", false); } playerManager.SetHP(teamA, -value * 0.02f); //if (inFuntionTime == 0) //{ // L_JoyX = 0.0f; // L_JoyY = 0.0f; // K_JoyX = 0.0f; // K_JoyY = 0.0f; // TeamHp.ChangeHp(false, 0.05f); // inFuntionTime++; //} }
void ShootAndExplosion() { Explosion.SetActive(true); Explosion.transform.position = RightAim.transform.position; CanonAnimator.SetTrigger("Shoot"); CanonScript.CanonPowderNum--; characterVoice.SetAudio(5); OutOfBullet(); }
public void Attack() { //animation_type = 0; if (weapon.ani_type < 0) //空手 { animation_type = 0; return; } if (inFuntionTime == 0) { if (weapon.ani_type == 0) //持近距離武器 { animator.SetInteger("weapon_type", 0); } else if (weapon.ani_type == 1)//持遠距離武器 { animator.SetInteger("weapon_type", 1); if (!p1charaType) { p1moveAble = false; } else { p2moveAble = false; } } else if (weapon.ani_type == 2) //放陷阱 { animator.SetInteger("weapon_type", 2); if (!p1charaType) { p1moveAble = false; } else { p2moveAble = false; } } animator.SetBool("is_attack", true); EffectAudio.SetAudio(weapon.audio_source); inFuntionTime++; } }
void Attack() { if (pickWeapon.holdWeapon.ani_type == 0) //持近距離武器 { animator.SetInteger("weapon_type", 0); } else if (pickWeapon.holdWeapon.ani_type == 1)//持遠距離武器 { animator.SetInteger("weapon_type", 1); } else if (pickWeapon.holdWeapon.ani_type == 2) //放陷阱 { animator.SetInteger("weapon_type", 2); } animator.SetBool("is_attack", true); Debug.Log(effectAudio); effectAudio.SetAudio(pickWeapon.holdWeapon.audio_source); }