Exemplo n.º 1
0
 //初始化,获取敌人的组件
 void Start()
 {
     animator       = GetComponent <Animator> ();            //获取敌人的Animator组件
     monsterCHealth = GetComponent <MonsterCHealth> ();      //获取敌人的生命值脚本
     target         = GameObject.FindGameObjectWithTag("Player");
 }
Exemplo n.º 2
0
    //射击函数
    void shoot()
    {
        AudioSource.PlayClipAtPoint(shootingAudio, transform.position); //在枪口位置播放射击音效
        ray.origin    = Camera.main.transform.position;                 //设置射线发射的原点:摄像机所在的位置
        ray.direction = Camera.main.transform.forward;                  //设置射线发射的方向:摄像机的正方向
        gunLine.SetPosition(0, transform.position);                     //设置线渲染器(开枪后的激光射线)第一个端点的位置:玩家枪械的枪口位置(本游戏对象)
        //发射射线,射线有效长度为shootingRange,若射线击中任何游戏对象,则返回true,否则返回false
        if (Physics.Raycast(ray, out hitInfo, shootingRange))
        {
            if (hitInfo.collider.gameObject.tag == "Zombie")                    //当被击中的游戏对象标签为Enemy,表明射线射中敌人
            //获取该名敌人的Zombie脚本组件
            {
                ZombieHealth zombieHealth = hitInfo.collider.gameObject.GetComponent <ZombieHealth> ();
                if (zombieHealth != null)
                {
                    //调用EnemyHealth脚本的TakeDamage()函数,对敌人造成shootingDamage的伤害
                    zombieHealth.TakeDamage(shootingDamage);
                }
                if (zombieHealth.health > 0)                    //若敌人受伤且未死亡,敌人将会因受到攻击而被击退
                {
                    hitInfo.collider.gameObject.transform.position += transform.forward * 2;
                }
            }
            else if (hitInfo.collider.gameObject.tag == "MonsterA")
            {
                MonsterAHealth monsterAhealth = hitInfo.collider.gameObject.GetComponent <MonsterAHealth> ();
                if (monsterAhealth != null)
                {
                    monsterAhealth.TakeDamage(shootingDamage);
                }
                if (monsterAhealth.health > 0)
                {
                    hitInfo.collider.gameObject.transform.position += transform.forward * 2;
                }
            }
            else if (hitInfo.collider.gameObject.tag == "MonsterB")
            {
                MonsterBHealth monsterBhealth = hitInfo.collider.gameObject.GetComponent <MonsterBHealth> ();
                if (monsterBhealth != null)
                {
                    monsterBhealth.TakeDamage(shootingDamage);
                }
                if (monsterBhealth.health > 0)
                {
                    //hitInfo.collider.gameObject.transform.position += transform.forward * 2;
                }
            }
            else if (hitInfo.collider.gameObject.tag == "MonsterC")
            {
                MonsterCHealth monsterChealth = hitInfo.collider.gameObject.GetComponent <MonsterCHealth> ();
                if (monsterChealth != null)
                {
                    monsterChealth.TakeDamage(shootingDamage);
                }
                if (monsterChealth.health > 0)
                {
                    //hitInfo.collider.gameObject.transform.position += transform.forward * 2;
                }
            }
            else if (hitInfo.collider.gameObject.tag == "Boss")
            {
                BossHealth bosshealth = hitInfo.collider.gameObject.GetComponent <BossHealth> ();
                if (bosshealth != null)
                {
                    bosshealth.TakeDamage(shootingDamage);
                }
                if (bosshealth.health > 0)
                {
                    //hitInfo.collider.gameObject.transform.position += transform.forward * 2;
                }
            }

            gunLine.SetPosition(1, hitInfo.point);              //当射线击中游戏对象时,将线渲染器(开枪后的激光射线)第二个端点设为射线击中游戏对象的点
        }
        //若射线未射中游戏对象,则将线渲染器(开枪后的激光射线)第二个端点设为射线射出后的极限位置
        else
        {
            gunLine.SetPosition(1, ray.origin + ray.direction * shootingRange);
        }
        gunLine.enabled = true;         //将线渲染器(开枪后的激光射线)启用,显示玩家开枪后的效果。
    }
Exemplo n.º 3
0
    private MonsterCHealth monsterCHealth;      //敌人的生命值脚本

    //初始化,获取对象组件,以及变量初始化
    void Start()
    {
        timer          = 0.0f;                                  //将攻击时间间隔初始化
        animator       = GetComponent <Animator> ();            //获取敌人的Animator组件
        monsterCHealth = GetComponent <MonsterCHealth> ();      //获取敌人的生命值脚本
    }
Exemplo n.º 4
0
    public void attack()
    {
//		if (gameObj != null) {
        if (HP <= 0)
        {
            return;
        }
        gameObj = hitInfo.collider.gameObject;
        if (gameObj.tag == "MonsterA")
        {
            //		Debug.Log ("Attack MonsterA");
            MonsterAHealth monsterAHealth = gameObj.GetComponent <MonsterAHealth> ();
            if (monsterAHealth != null && monsterAHealth.health > 0)
            {
                animator.SetTrigger("Use");                         //tell mecanim to do the attack animation(trigger)
                monsterAHealth.TakeDamage(attackDamage);
            }
            else if (monsterAHealth.health <= 0)
            {
                disguisePermit = 1;
            }
        }
        else if (gameObj.tag == "MonsterB")
        {
            Debug.Log("Attack MonsterB");
            MonsterBHealth monsterBHealth = gameObj.GetComponent <MonsterBHealth> ();
            if (monsterBHealth != null && monsterBHealth.health > 0)
            {
                animator.SetTrigger("Use");
                monsterBHealth.TakeDamage(attackDamage);
            }
            else if (monsterBHealth.health <= 0)
            {
                disguisePermit = 2;
            }
        }
        else if (gameObj.tag == "MonsterC")
        {
            Debug.Log("Attack MonsterC");
            MonsterCHealth monsterCHealth = gameObj.GetComponent <MonsterCHealth> ();
            if (monsterCHealth != null && monsterCHealth.health > 0)
            {
                animator.SetTrigger("Use");
                monsterCHealth.TakeDamage(attackDamage);
            }
            else if (monsterCHealth.health <= 0)
            {
                disguisePermit = 3;
            }
        }

        /*	else if (gameObj.tag == "Teddy") {
         *              Debug.Log ("Attack Teddy");
         *              TeddyHealth teddyHealth = gameObj.GetComponent<TeddyHealth> ();
         *              if (teddyHealth != null) {
         *                      teddyHealth.TakeDamage (attackDamage);
         *              }
         *      }*/
        else if (gameObj.tag == "Zombie")
        {
            Debug.Log("Attack Zombie");
            ZombieHealth zombieHealth = gameObj.GetComponent <ZombieHealth> ();
            if (zombieHealth != null && zombieHealth.health > 0)
            {
                animator.SetTrigger("Use");
                zombieHealth.TakeDamage(attackDamage);
            }
        }
        else if (gameObj.tag == "Boss")
        {
            Debug.Log("Attack Boss");
            BossHealth bossHealth = gameObj.GetComponent <BossHealth> ();
            if (bossHealth != null && bossHealth.health > 0)
            {
                animator.SetTrigger("Use");
                bossHealth.TakeDamage(attackDamage);
            }
        }
        //	}
    }