예제 #1
0
 public override EnemyAction Hurt(EnemyHurtAttr enemyHurtAttr)
 {
     if (!IsDead)
     {
         animator.SetTrigger(aniHurt);
         return(EnemyAction.Hurt);
     }
     return(EnemyAction.Miss);
 }
예제 #2
0
 public override EnemyAction Hurt(EnemyHurtAttr enemyHurtAttr)
 {
     if (!IsDead)
     {
         // 伤害计算
         //int damage = enemyHurtAttr.Attack * enemyHurtAttr.Attack /(enemyHurtAttr.Attack + DefendPoint);
         int damage = enemyHurtAttr.Attack - DefendPoint;
         CurrentHP -= damage;
         Debug.Log("EnemyHurt:" + damage);
     }
     return(EnemyAction.Hurt);
 }
예제 #3
0
 public override EnemyAction Hurt(EnemyHurtAttr enemyHurtAttr)
 {
     if (!IsDead)
     {
         // 伤害计算
         int damage = enemyHurtAttr.Attack;
         CurrentHP -= damage;
         animator.SetTrigger(animHurt);
         Debug.Log("EnemyHurt:" + damage);
     }
     return(EnemyAction.Hurt);
 }
예제 #4
0
 public override EnemyAction Hurt(EnemyHurtAttr enemyHurtAttr)
 {
     if (!IsDead)
     {
         // Idle下且非Transition才触发动画,其他扣血但无动画,如果Transition时那么Trigger会延迟触发
         //if (animator.IsInTransition(0)&&stateInfo.IsName("Idle"))
         animator.SetTrigger("Hurt");
         // 伤害计算
         //int damage = enemyHurtAttr.Attack * enemyHurtAttr.Attack /(enemyHurtAttr.Attack + DefendPoint);
         int damage = enemyHurtAttr.Attack - DefendPoint;
         CurrentHP -= damage;
         Debug.Log("EnemyHurt:" + damage);
     }
     return(EnemyAction.Hurt);
 }
예제 #5
0
 public override EnemyAction Hurt(EnemyHurtAttr enemyHurtAttr)
 {
     if (!IsDead)
     {
         GameObjectInScene.transform.forward = -enemyHurtAttr.TransformForward;
         Rgbd.velocity = enemyHurtAttr.TransformForward * enemyHurtAttr.VelocityForward;
         // 防御
         if (stateInfo.IsName("Idle") || stateInfo.IsName("Walk") || stateInfo.IsName("Defend"))
         {
             animator.SetTrigger(aniDefend);
             return(EnemyAction.Parry);
         }
         animator.SetTrigger(aniHurt);
         CurrentHP -= enemyHurtAttr.Attack;
     }
     return(EnemyAction.Hurt);
 }