public override void Init(CreateSceneCreature createNpc, CreatureDatabase npcDatabase) { base.Init(createNpc, npcDatabase); transform.position = createNpc.pos; //只对怪物启用 CheckAndInitAI(); }
public override void Init(CreateSceneCreature serverData, CreatureDatabase tableData) { base.Init(serverData, tableData); //主角设置一个单独的层 gameObject.layer = LayerMask.NameToLayer("MainRole"); BindingControlEvent(); _selectMgr.Init(this); _skillMgr.AutoSelectCallback += SelectCreature; }
public virtual void Init(CreateSceneCreature serverData, CreatureDatabase tableData) { this.serverData = serverData; this.tableData = tableData; initMountPoint(); _agent = gameObject.AddComponent <NavMeshAgent>(); _agent.stoppingDistance = GameSetting.StopDistance; _agent.speed = 10f; //角速度 _agent.angularSpeed = float.MaxValue; //加速度 _agent.acceleration = float.MaxValue; //阻挡等级为不阻挡 _agent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance; _rig = this.gameObject.AddComponent <Rigidbody>(); _rig.useGravity = false; _rig.isKinematic = true; _animator = gameObject.GetComponent <Animator>(); _skillMgr.Init(this); }
public override void Init(CreateSceneCreature serverData, CreatureDatabase tableData) { base.Init(serverData, tableData); _serverData = serverData as CreateSceneRole; _tableData = tableData as RoleDatabase; }