예제 #1
0
 void Awake()
 {
     PlayerProperty = GameObject.FindGameObjectWithTag("Player").GetComponent <shuxing>();
     Camb           = 0;
     times          = skill[Camb].Times;
     //初始化数据
 }
예제 #2
0
 void Awake()
 {
     IsDie           = false;
     Property        = this.GetComponent <shuxing>();
     motor           = GetComponent <RPGMotor>();
     myAnimator      = GetComponent <Animator>();
     cameraTramsform = Camera.main.transform;
     myCapCollider   = GetComponent <CapsuleCollider>();
 }
예제 #3
0
 void Awake()
 {
     Property        = this.GetComponent <shuxing>();
     attnum          = 0;
     CameraEffect    = Camera.main.GetComponent <RadialBlur>();
     touji           = Camera.main.GetComponent <toujicamera>();
     player          = this.transform.parent.gameObject;
     mymotor         = this.transform.parent.GetComponent <RPGMotor>();
     myAnimator      = GetComponent <Animator>();
     cameraTransform = Camera.main.transform;
     myCapCollider   = GetComponent <CapsuleCollider>();
 }
예제 #4
0
        public static void shuxingshezhi(object sender, EventArgs e)
        {
            shuxing f = new shuxing();

            //f.StartPosition = FormStartPosition.CenterScreen;//窗体位置在屏幕中间
            f.StartPosition = FormStartPosition.CenterParent;//窗体在其父窗口中间
            //  f.StartPosition = FormStartPosition.Manual;//窗体在有其空间的Location属性而定
            //  f.StartPosition =FormStartPosition.WindowsDefaultBounds;//窗体位置由Windows默认位置决定,窗体大小也是Windows默认大小
            //  f.StartPosition =FormStartPosition.WindowsDefaultLocation//窗体位置是Windows默认,大小在窗体大小中确定
            // f.Owner = this;
            //f.Txt = "aaaa";
            f.ShowDialog();//此时不能操作后边的窗体
        }
예제 #5
0
    IEnumerator State(shuxing enemyshuxing, SkillProperty name, float addState, float keeptime)
    {
        switch (name)
        {
        case SkillProperty.Attack:
            if (keeptime <= 0)
            {
                enemyshuxing.Attack1 += addState;
            }
            else
            {
                enemyshuxing.Attack1 += addState;
                yield return(new WaitForSeconds(keeptime));

                enemyshuxing.Attack1 -= addState;
            }
            break;

        case SkillProperty.DEF:
            if (keeptime <= 0)
            {
                enemyshuxing.DEF1 += addState;
            }
            else
            {
                enemyshuxing.DEF1 += addState;
                yield return(new WaitForSeconds(keeptime));

                enemyshuxing.DEF1 -= addState;
            }
            break;

        case SkillProperty.Field:
            if (keeptime <= 0)
            {
                enemyshuxing.Field1 += addState;
            }
            else
            {
                enemyshuxing.Field1 += addState;
                yield return(new WaitForSeconds(keeptime));

                enemyshuxing.Field1 -= addState;
            }
            break;

        case SkillProperty.HP:
            if (keeptime <= 0)
            {
                enemyshuxing.HP1 += addState;
            }
            else
            {
                enemyshuxing.HP1 += addState;
                yield return(new WaitForSeconds(keeptime));

                enemyshuxing.HP1 -= addState;
            }
            break;

        case SkillProperty.HPre:
            if (keeptime <= 0)
            {
                enemyshuxing.HPre1 += addState;
            }
            else
            {
                enemyshuxing.HPre1 += addState;
                yield return(new WaitForSeconds(keeptime));

                enemyshuxing.HPre1 -= addState;
            }
            break;

        case SkillProperty.MoveSpeed:
            if (keeptime <= 0)
            {
                enemyshuxing.MoveSpeed1 += addState;
            }
            else
            {
                enemyshuxing.MoveSpeed1 += addState;
                yield return(new WaitForSeconds(keeptime));

                enemyshuxing.MoveSpeed1 -= addState;
            }
            break;
        }
    }
예제 #6
0
 public void ShangHaiJiSuan(shuxing enemyshuxing, SkillProperty name, float addState, float keeptime)
 {
     StartCoroutine(State(enemyshuxing, name, addState, keeptime));
 }
예제 #7
0
 void Awake()
 {
     Info = this.GetComponent <shuxing>();
 }
예제 #8
0
    private float Dtimes1 = 0;                  //中毒掉血效果出发时间

    void Start()
    {
        dote = Buff.Null;
        sx   = this.GetComponent <shuxing>();
        att  = GameObject.FindGameObjectWithTag("Player").GetComponent <shuxingd>();
    }