public void ReSetAll() { IsHasFire = false; _isBehaviorOver = false; IsFindRoading = false; IsGetFireTest = false; newPoint = Vector2.zero; IsGoToNewPoint = false; _isStart = false; if (_behavior) { _behavior.StopJS(); } QishouYanchiJishi = 0; IsStartFire = false; if (QishiLizi) { QishiLizi.Stop(); } }
void Starting() { if (_targetObj == null) { return; } if (IsDimian) { GetComponent <GameBody>().TurnDirection(_targetObj); GetFire(); return; } if (IsGoToNewPoint) { //print("-------------------------------> 对点"); GoToNewPoint(); return; } //选点 1.在射程内 2.y距离在一定范围内 如果Y超了怎么办 上下移动 如果碰到墙 退出 太近 又要远离 //判断是否进入射程 if (IsFindRoading) { //print("-------------------------------> 一般寻路!!!!!!!!!"); GoToNewPoint(); return; } if (IsGetFireTest) { IsGetFireTest = false; //判断 和目标间 是否 有障碍物 if (_pointDistration.IsTwoPointLineHitObj(_targetObj.transform.position, this.transform.position)) { //找新点 print("找新点!!!"); GetToNewPoint(); return; } IsStartFire = true; print("------------------------------进入粒子系统延迟-------------------------------------"); if (QishiLizi && QishiLizi.isStopped && QishouYanchiTimes != 0) { QishiLizi.Play(); QishouAudio.Play(); _gameBody.GetPlayerRigidbody2D().velocity *= 0.1f; } } //这里 显示特效 并且 延迟 if (QishouYanchiTimes != 0) { if (!StartQishouYanchi()) { return; } } if (IsStartFire) { IsStartFire = false; //print("开火的时候 速度是多少 "+_gameBody.GetPlayerRigidbody2D().velocity); //_gameBody.GetPlayerRigidbody2D().velocity = Vector2.zero; //这里做一个缓动减速 _behavior.StartJS(); //朝向攻击目标 GetComponent <GameBody>().TurnDirection(_targetObj); GetFire(); } }