private void Start() { hitPoints = maxHP; firingComponent = new IntervalFiring(); bulletComponent = new ScatteringBullet(); firingComponent.Start(this); _tree = new Tree <BossNew>(new Selector <BossNew>( new Sequence <BossNew>( new Not <BossNew>(new IsLowHealth()), new Patrol(), new Shoot()), new Sequence <BossNew>( new IsLowHealth(), new Charge()))); }
/// ------------------------------------------------------------------------------------------ /// <summary> /// ������ʱ����ôʵ�ָ����ӵ����ӵ�2�����Ч�� /// </summary> /// ------------------------------------------------------------------------------------------ private void FireEffect2(Vector3 shootVector, Vector3 position, int randSeed) { GameObject shellInstance = null; if (ExplosionManager.s_InstanceExists) { shellInstance = ExplosionManager.s_Instance.CreateVisualBullet(position, shootVector, 0, BulletClass.ClusterExplosion); } shellInstance.SetActive(true); shellInstance.transform.localScale = Vector3.one; shellInstance.transform.position = position; shellInstance.transform.forward = shootVector; // �������������ײ Physics.IgnoreCollision(shellInstance.GetComponent <Collider>(), GetComponentInChildren <Collider>(), true); ScatteringBullet shell = shellInstance.GetComponent <ScatteringBullet>(); shell.Setup(0, null, 100); shell.transform.rotation = Quaternion.Euler(new Vector3(transform.rotation.eulerAngles.x, m_curLookatDeg, transform.rotation.eulerAngles.z)); }