// 执行算法对象 public void CalculateTargets() { skillData.attackTargets = selector.SelectTarget(skillData, transform); //测试 // foreach (var item in skillData.attackTargets) { // Debug.Log ("攻击目标: " + item.name); // } }
private void ResetTargets() { if (m_skillData == null) { return; } m_skillData.attackTargets = attackTargetSelector.SelectTarget(m_skillData, transform); }
/// <summary> /// 重置目标:重新选择目标 /// </summary> public GameObject[] ResetTarget() { var targets = attackSelector.SelectTarget(m_SkillData, transform); if (targets != null && targets.Length > 0) { return(targets); } return(null); }
public GameObject[] ResetTargets() { enterTrigger.AddIgnoreObj(m_SkillData.Owner); var targets = attackSelector.SelectTarget(skillData, this); if (null != targets && targets.Length > 0) { return(targets); } return(null); }
private void Update() { skillData.attackDistance = 10; skillData.attackAngle = 60; skillData.attackType = SkillAttackType.Group; //var enemy = select01.SelectTarget(skillData, transform); var enemy = select02.SelectTarget(skillData, transform); if (enemy != null && enemy.Length != 0) { for (int i = 0; i < enemy.Length; i++) { enemy[i].GetComponent <Renderer>().material.color = Color.red; } } }
/// <summary> /// /执行选区算法对象 /// </summary> protected void CalculateTargets() { skillData.attackTargets = attackSelector.SelectTarget(skillData, transform); }
//执行算法对象 //计算目标 public void CalculateTargets() { currentSkillData.attackTargets = attackSelector.SelectTarget(transform, currentSkillData); }
/// <summary> /// 根据技能释放器计算目标 /// </summary> /// <returns>目标TF数组,没有目标则返回null</returns> public Transform[] CalculateTargets() { var targets = attackSelector.SelectTarget(skillData, transform); return(targets != null && targets.Length > 0 ? targets : null); }
/// <summary> /// 计算攻击目标 /// </summary> public void CalculateTargets() { //通过选区计算目标 currentSkillData.attackTargets = selector.SelectTarget(currentSkillData, transform); }
//执行算法对象 //选区 public void CalculateTargets() { m_skillData.attackTargets = selector.SelectTarget(m_skillData, transform); }
public void CalculateTargets() { skillData.attakcTargets = selector.SelectTarget(skillData, transform); }
//执行算法对象 //选区 public void CalculateTargets() { //攻击目标设置,在子类的DeploySkill中调用 skillData.attackTargets = selector.SelectTarget(skillData, transform); }
}//void Start() //{ // //初始化工作量太大 //} //2施放方法 public GameObject[] ResetTargets() { var targets = attackSelector.SelectTarget(skillData, transform); return(targets); }