예제 #1
0
    public void initData(Transform pCameraTransform,
                         Transform pRoleTranform,
                         Vector3 pPos,
                         Canvas pCanvas,
                         Transform pMapCamerTransform,
                         //Transform pRoleFlagTrans,
                         Transform pMonsterParent)
    {
        App.Game.character = this;
        //mainRoleState = new RoleStateMgr();
        //mainRoleState = roleInstance.transform.GetComponent<RoleStateMgr>();
        //mainRoleState.initData(roleInstance);
        monsterParent = pMonsterParent;

        mainRoleState = roleInstance.transform.GetComponent <roleAI>();
        mainRoleState.AIInitData(roleInstance);

        rolePosCamer = new RolePosAndCamerMgr();
        rolePosCamer.initData(roleInstance, pCameraTransform, pRoleTranform, pPos, pCanvas, pMapCamerTransform);

        mainPro = roleInstance.transform.GetComponent <roleProperty>();
        mainPro.InitData(pCameraTransform, pCanvas.transform, 1);

        //计算跳跃的加速度
        //s=0.5*a*t*t  a= s/0.5/t/t
        jumpA = csJumpHeightMax / 0.5f / csJumpUpTime / csJumpUpTime;

        updateGravity();
        // setJumpDownRigidBody();
        // test();
        //testGrav();
        sceneAlpha    = null;
        attackMonster = null;

        isStart = true;

        roleIsAttack = false;
        roleIsEscape = false;
        roleIsDie    = false;
        skillInit();
    }
예제 #2
0
    public void onlyRoleDestory()
    {
        roleInstance = null;

        roleChangeColorWeaponMgr.dataDestory();
        roleChangeColorWeaponMgr = null;

        mainRoleState = null;
        //角色位置及Camer管理
        rolePosCamer = null;

        mainPro       = null;
        attackMonster = null; //被玩家攻击的怪物



        roleIsAttack = false; //玩家是否正在攻击中
        roleIsEscape = false; //玩家逃跑中
        roleIsDie    = false; //玩家死亡
        skillDestory();
    }