void Start () { m_unitType = GlobalDef.UnitType.UNIT_TYPE_MONSTER; SetLevel(0,0 ,false,100); CountDown (); // 设置动作数据 setAnimation (); // 设置属性 setProperty (); //渲染组件 m_render = m_transform.GetChild(1).GetComponent<Renderer>(); //设置血条 hpbar = script_monEf.SetHpbar(); hpbar.position = m_transform.position; hpbar_height = 0.1f+sizekind*0.007f; script_hpbar = hpbar.GetComponent<Hp_bar>(); script_hpbar.Damaged(maxhp,hp,m_transform,hpbar_height,0); //创建影子 shadow_index = script_monEf.CreatShadow(m_transform.GetChild(0),1); //get model height Mesh mesh = m_transform.Find ("mon").GetComponent<SkinnedMeshRenderer> ().sharedMesh; Vector3 size = mesh.bounds.size; Vector3 scale = m_transform.lossyScale; Vector3 realsize = new Vector3 (size.x * scale.x, size.y * scale.y, size.z * scale.z); m_height = realsize.z; // setTemplateID (200001); }
void Start () { //level = enemy._level ; maxhp += enemy._maxhp; power += enemy._power; haveExp += enemy._haveExp; block += enemy._block; sizekind = enemy._sizekind; runspeed = enemy._runspeed; backspeed = enemy._backspeed; firerange = enemy._firerange; moving_atk = enemy._moving_atk; kind = enemy._kind; dash = enemy._dash; attach_weaponEf = enemy._attach_ef; //璁剧疆鍔ㄤ綔 setAnimation (); monmovestat = 0; monrender = mytransform.GetChild(1).GetComponent<Renderer>(); originTex = monrender.material.mainTexture; InvokeRepeating("SetDir",0.1f,0.5f); hp = maxhp; /* weaponweight = script_cha.weapon_kind; if (weaponweight == 0) weaponweight = 50; else if (weaponweight == 1) weaponweight = 30; else weaponweight = 55;*/ //accuracy = script_cha.GetCurCharData().m_hitrate; snd_move = script_monEf.snd_move[Random.Range(0,3)]; hpbar = script_monEf.SetHpbar(); hpbar.position = mytransform.position; hpbar_height = 0.1f+sizekind*0.007f; script_hpbar = hpbar.GetComponent<Hp_bar>(); script_hpbar.Damaged(maxhp,hp,mytransform,hpbar_height,0); shadow_index = script_monEf.CreatShadow(mytransform.GetChild(0),1); //myanimation.Stop(); }