예제 #1
0
파일: EnemyBornP.cs 프로젝트: Bear-big/FPS
 // Update is called once per frame
 void Update()
 {
     if (Vector3ExtraTool.DistanceIgnoreYAxis(target.position, transform.position) < 5f && !isTriggerred)
     {
         isTriggerred = true;
         for (int index = 0; index < createEnemyNumber; index++)
         {
             EnemyPool.Instance.CreateEnemy(transform);
         }
     }
 }
예제 #2
0
 IEnumerator AttackLogic()
 {
     while (true)
     {
         //超出攻击区域
         if (Vector3ExtraTool.DistanceIgnoreYAxis(transform.position, _attackPlayer.position) > _attackDis)
         {
             ani.SetInteger("ToPhyAttack", 0);
             yield break;
         }
         //Debug.Log(ani.GetCurrentAnimatorStateInfo(0).normalizedTime);
         //if (ani.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1f)
         //    ani.SetInteger("ToPhyAttack", Random.Range(1, 4));
         yield return(new WaitForEndOfFrame());
     }
 }
예제 #3
0
 IEnumerator MoveLogic()
 {
     while (true)
     {
         //抵达跟随区域
         if (Vector3ExtraTool.DistanceIgnoreYAxis(transform.position, _attackPlayer.position) <= _followDis)
         {
             yield return(StartCoroutine(FollowLogic()));
         }
         if (Vector3ExtraTool.DistanceIgnoreYAxis(transform.position, targetPosition) <= _errorDis)
         {
             ani.SetBool("ToRun", false);
             targetPosition = RandomPoint() + defaultPosition;
             yield return(StartCoroutine(ThinkLogic()));
         }
         ani.SetBool("ToRun", true);
         MoveToTargetWayPosition(targetPosition); // 移动到目标点
         yield return(new WaitForEndOfFrame());
     }
 }
예제 #4
0
 IEnumerator FollowLogic()
 {
     while (true)
     {
         if (Vector3ExtraTool.DistanceIgnoreYAxis(transform.position, _attackPlayer.position) > _followDis)
         {
             yield break;
         }
         //抵达攻击区域
         if (Vector3ExtraTool.DistanceIgnoreYAxis(transform.position, _attackPlayer.position) <= _attackDis)
         {
             ani.SetBool("ToRun", false);
             ani.SetInteger("ToPhyAttack", Random.Range(1, 3));
             yield return(StartCoroutine(AttackLogic()));
         }
         ani.SetBool("ToRun", true);
         MoveToTargetWayPosition(_attackPlayer.position);              // 移动到目标点
         yield return(new WaitForEndOfFrame());
     }
 }
예제 #5
0
파일: PlayerCtr.cs 프로젝트: Bear-big/FPS
 public void DoAttack()
 {
     isAttack = true;
     ani.SetBool("ToIdleFight", false);
     ani.SetInteger("ToPhyAttack", Random.Range(1, 3));
     ani.SetBool("ToRun", false);
     for (int index = 0; index < EnemyPool.Instance.enemyList.Count; index++)
     {
         GameObject enemy = EnemyPool.Instance.enemyList[index];
         if (Vector3ExtraTool.DistanceIgnoreYAxis(enemy.transform.position, transform.position) > canAttackDis)
         {
             continue;
         }
         float dot = Vector3.Dot(transform.forward, (enemy.transform.position - transform.position).normalized);
         if (dot <= Mathf.Cos(Mathf.PI * canAttackFOV / 2 / 180)) //不在攻击区域
         {
             continue;
         }
         Debug.Log("DoHurt");
         enemy.SendMessage("DoHurt", Random.Range(5, 20), SendMessageOptions.DontRequireReceiver);
     }
 }
예제 #6
0
    IEnumerator ThinkLogic()
    {
        while (true)
        {
            //抵达跟随区域
            if (Vector3ExtraTool.DistanceIgnoreYAxis(transform.position, _attackPlayer.position) <= _followDis)
            {
                currentTime = 0f;
                ani.SetBool("ToIdleFight", false);
                yield break;
            }
            ani.SetBool("ToIdleFight", true);

            currentTime += Time.deltaTime;
            if (currentTime >= _thinkTime)
            {
                currentTime = 0f;
                ani.SetBool("ToIdleFight", false);
                yield break;
            }

            yield return(new WaitForFixedUpdate());
        }
    }