예제 #1
0
    /// <summary>
    /// 有限状态机状态进入时调用。
    /// </summary>
    /// <param name="fsm">有限状态机引用。</param>
    protected override void OnEnter(IFsm <Monster> fsm)
    {
        base.OnEnter(fsm);

        hurtTimeCounter = 0;

        // 积累受伤次数
        if (preHurtTime != 0 && Time.time - preHurtTime < 2.5f)
        {
            hurtTimes++;
        }
        else
        {
            preHurtTime = 0;
            hurtTimes   = 0;
        }

        // 累积受伤3次,则向后弹一段距离
        if (hurtTimes == 3)
        {
            Vector3 pos = PositionUtility.GetAjustPositionWithMap(fsm.Owner.CachedTransform.position - fsm.Owner.CachedTransform.forward * 2);
            fsm.Owner.CachedTransform.DOMove(pos, 0.5f);
            hurtTimes = 0;
        }

        // 播放动画
        fsm.Owner.ChangeAnimation(FightEntityAnimationState.hurt);

        // 执行受伤逻辑
        int damageHP = fsm.GetData <VarInt> (Constant.EntityData.DamageHP).Value;

        fsm.Owner.OnDamage(damageHP);

        preHurtTime = Time.time;
    }
예제 #2
0
    /// <summary>
    /// 向前移动
    /// </summary>
    /// <param name="distance"></param>
    public void Forward(float distance)
    {
        Vector3 nextPos = CachedTransform.position + CachedTransform.forward * distance * fightEntityData.MoveSpeed;

        CachedTransform.position = PositionUtility.GetAjustPositionWithMap(nextPos);
    }