예제 #1
0
    private void attack()
    {
        //转向
        motor.LookRotation(PlayerStatusInfo.instance.headTF.position);
        //如果不在播放攻击动画时,播放攻击动画
        if (!anim.action.isPlaying(anim.attackAnimName))
        {
            anim.action.Play(anim.attackAnimName);
        }
        //播放攻击动画
        if (atkTime <= Time.time)
        {
            //anim.action.Play(anim.attackAnimName);
            //if(gameObject.name!= "PA_Warrior")

            Invoke("Shoot", delay);


            atkTime = Time.time + atkInterval;
        }
    }
예제 #2
0
    private void Attack()
    {
        motor.LookRotation(PlayerStatusInfo.Instance.transform.position);

        //限制攻击频率
        //播放攻动画
        if (atkTime <= Time.time && !gunAnim.IsPlaying(gunAnim.updateAnimName))
        {
            animAction.Play(animAction.atkName);
            //希望动画播放到某一时刻再执行攻击行为
            //建议使用动画事件
            Invoke("Shoot", delay);

            atkTime = Time.time + atkInterval;
        }

        if (!animAction.IsPlaying(animAction.atkName) && !gunAnim.IsPlaying(gunAnim.updateAnimName))
        {
            //如果攻击动画没有播放  再  播放闲置动画
            animAction.Play(animAction.idleName);
        }
    }
예제 #3
0
 void MoveToTarget()
 {
     motor.LookRotation(target.transform.position);
     motor.MoveForward();
 }