Exemplo n.º 1
0
    /// <summary>
    /// 开火(弹幕发射)
    /// </summary>
    public void Fire(Tanmu danmu)
    {
        //danmu.transform.position = gameObject.transform.position;
        //如果基础弹幕为空则无法发射,灵气消耗照常
        if (danmu == null)
        {
            return;
        }
        //需要消耗的值不足
        if (role.Mp < Math.Abs(c_mp))
        {
            about = false;
            return;
        }
        role.MpChange(c_mp);

        //弹幕攻击力算法公式(玩家基础弹幕攻击力 * 弹幕技能攻击比率)
        danmu.atk = role.tanmu_atk * (danmu.multiple / 100);
        GameObject obj = GameObject.Instantiate(danmu.gameObject);

        obj.GetComponent <Tanmu>().userId = role.id;
        obj.transform.position            = banlin.transform.position;
        if (attackLock.target != null)
        {
            obj.transform.LookAt(attackLock.target.transform);
        }
    }
Exemplo n.º 2
0
    /// <summary>
    /// 开火(弹幕发射)
    /// </summary>
    public void Fire(Tanmu danmu)
    {
        //danmu.transform.position = gameObject.transform.position;
        //如果基础弹幕为空则无法发射,灵气消耗照常
        if (danmu == null)
        {
            return;
        }
        //弹幕攻击力算法公式(玩家基础弹幕攻击力 * 弹幕技能攻击比率)
        danmu.atk = role.tanmu_atk * (danmu.multiple / 100);
        GameObject obj = GameObject.Instantiate(danmu.gameObject);

        obj.GetComponent <Tanmu>().userId = role.id;
        obj.transform.position            = role.leftHand.transform.position;
        if (attackLock.target != null)
        {
            obj.transform.LookAt(attackLock.target.transform);
        }
    }