protected override void Start() { base.Start(); mPlayerAccMinRecord = accelerateMinValue; playerController.PlayerSystemForceAccelerateCloseEvent += OnForceAccelerateCloseEvent; status = XiongStatus.Status_Wait; Invoke("DelayToNormal", waitTime); }
//光头强抓到我了 public void OnEventGuangTouQiangCaptureMy(IParkourPlayerController guangTouQiang) { //抓住后加速 status = XiongStatus.Status_Standby; IsSelectTurnDirect = false; playerController.OpenPlayerSystemForceAccelerate(captureAccelerateValue, captureAccelerateDampRate); //播放被抓住动画和语言 playerController.playerAnimator.BrotherBearAniCollideArrest(); }
//我与障碍物发生碰撞了 public override void OnEventHitBrokenObject() { //UnityEngine.Debug.Log("xiong"); status = XiongStatus.Status_Standby; IsSelectTurnDirect = false; playerController.OpenPlayerSystemForceAccelerate(hitDecelerateValue, hitDecelerateDampRate); //播放碰撞动画和语言 playerController.playerAnimator.BrotherBearAniCollide(); }
private void DelayToNormal() { status = XiongStatus.Status_Normal; }
private void OnForceAccelerateCloseEvent(object sender, EventArgs e) { status = XiongStatus.Status_Wait; Invoke("DelayToNormal", waitTime); }