예제 #1
0
    /// <summary>
    /// 施放技能条件
    /// </summary>
    public virtual void UserSkill()
    {
        if (isSkill == false)
        {
            cd += Time.deltaTime;
            if (cd >= CDTime)
            {
                cd = CDTime;
            }

            sprite_Mask.fillAmount = 1 - cd / CDTime;
            if (sprite_Mask.fillAmount <= 0)
            {
                isSkill = true;
            }
        }

        if (sprite_Mask.fillAmount == 0 && isSkill && globe.Start_Count >= 3 && Input.GetKeyDown(skillKeyBoard))
        {
            GameObject skill = Instantiate(Resources.Load("LARA") as GameObject, player.position, Quaternion.identity);
            sprite_Mask.fillAmount = 1;
            cd = 0f;//冷却时间重置
            globe.Start_Count -= 3;
            globe.UpdateShow();
            isSkill = false;//禁止施放技能,进入冷却时间
        }
    }
예제 #2
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.tag == "Player")
        {
            GlobeManager globe = GlobeManager._Instance;
            globe.Player_Hp -= 0.5f;
            EnemyCount._Instance.EnCount -= 1;
            globe.UpdateShow();
            Destroy(gameObject, 0.1f);
        }

        if (collision.gameObject.tag == "bullet")
        {
            hp -= 0.5f;
            print("Bear 掉血 " + hp);
            Destroy(collision.gameObject);
            if (hp <= 0)
            {
                EnemyCount._Instance.EnCount -= 1;
                Destroy(gameObject, 0.1f);
            }
        }

        if (collision.gameObject.tag == "FirstSkill")
        {
            hp -= 1.5f;
            print("Bear 掉血 " + hp);
            Destroy(collision.gameObject);
            if (hp <= 0)
            {
                EnemyCount._Instance.EnCount -= 1;
                Destroy(gameObject, 0.1f);
            }
        }
    }
예제 #3
0
 /// <summary>
 /// 施放技能条件
 /// </summary>
 public virtual void UserSkill()
 {
     if (isSkill == false)
     {
         cd += Time.deltaTime;
         if (cd >= CDTime)
         {
             cd = CDTime;
         }
         sprite_Mask.fillAmount = 1 - cd / CDTime;
         if (sprite_Mask.fillAmount <= 0)
         {
             //  player.gameObject.GetComponent<BoxCollider2D>().enabled = true;
             isSkill = true;
         }
     }
     if (sprite_Mask.fillAmount == 0 && isSkill && globe.Start_Count >= 3 && Input.GetKeyDown(skillKeyBoard))
     {
         GameObject skill = Instantiate(Resources.Load("Shield") as GameObject, player.position, Quaternion.identity, player);
         skill.transform.localPosition = new Vector3(1.4f, 0, 0);
         sprite_Mask.fillAmount        = 1;
         cd = 0;
         globe.Start_Count -= 3;
         globe.UpdateShow();
         // player.gameObject.GetComponent<BoxCollider2D>().enabled = false;
         isSkill = false;//禁止施放技能,进入冷却时间
     }
 }
예제 #4
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.gameObject.tag == "Player")
     {
         GlobeManager globe = GlobeManager._Instance;
         globe.Player_Hp -= 1 / 8.0f;
         globe.UpdateShow();
         Destroy(gameObject);
     }
 }
예제 #5
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.gameObject.tag == "Player")
     {
         GlobeManager globe = GlobeManager._Instance;
         globe.Player_Hp -= 0.5f;
         globe.UpdateShow();//调用事件,更新 血量
         Destroy(gameObject, 0.1f);
     }
 }
예제 #6
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.gameObject.tag == "Player")
     {
         GlobeManager globe = GlobeManager._Instance;
         globe.Blood_Count += 2;
         globe.UpdateShow();
         VideoManager.Instance.PlayClip("larabottle");
         Destroy(gameObject);
     }
 }
예제 #7
0
 /// <summary>
 /// 主角加血
 /// </summary>
 public void PlayerAddHp(bool isDown)
 {
     if (isDown)
     {
         GlobeManager globe = GlobeManager._Instance;
         if (globe.Blood_Count >= 2 && globe.Player_Hp < 1)
         {
             globe.Blood_Count -= 2;
             globe.Player_Hp   += 0.25f;
             globe.UpdateShow();
         }
     }
 }
    /// <summary>
    /// 施放技能条件
    /// </summary>
    public virtual void UserSkill()
    {
        if (isSkill == false)
        {
            cd += Time.deltaTime;
            if (cd >= CDTime)
            {
                cd = CDTime;
            }

            sprite_Mask.fillAmount = 1 - cd / CDTime;
            if (sprite_Mask.fillAmount <= 0)
            {
                isSkill = true;
            }
        }
        if (sprite_Mask.fillAmount == 0 && isSkill && globe.Start_Count >= 3 && Input.GetKeyDown(skillKeyBoard))
        {
            if (player.localScale.x > 0)
            {
                player.position += new Vector3(disTran, 0, 0);
                MouseMove._Instance.currentPoint = player.position;
            }

            else
            {
                player.position -= new Vector3(disTran, 0, 0);
                MouseMove._Instance.currentPoint = player.position;
            }

            // MouseMove._Instance.currentPoint = transform.position;

            sprite_Mask.fillAmount = 1;
            cd = 0f;//冷却时间重置
            globe.Start_Count -= 3;
            globe.UpdateShow();
            isSkill = false;//禁止施放技能,进入冷却时间
        }
    }
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.tag == "Player")
        {
            GameObject   boom  = Instantiate(Resources.Load("boom") as GameObject, transform.position, Quaternion.identity, enemyParent);
            GlobeManager globe = GlobeManager._Instance;
            globe.Player_Hp -= 0.5f;
            EnemyCount._Instance.EnCount -= 1;
            globe.UpdateShow();
            print("boom ");
            Destroy(gameObject, 0.1f);
        }

        if (collision.gameObject.tag == "bullet")
        {
            hp -= 0.4f;
            print("boom 掉血 " + hp);
            Destroy(collision.gameObject);
            if (hp <= 0)
            {
                EnemyCount._Instance.EnCount -= 1;
                Destroy(gameObject, 0.1f);
            }
        }

        if (collision.gameObject.tag == "FirstSkill")
        {
            hp -= 1.5f;
            print("boom 掉血 " + hp);
            Destroy(collision.gameObject);
            if (hp <= 0)
            {
                EnemyCount._Instance.EnCount -= 1;
                Destroy(gameObject, 0.1f);
            }
        }
    }