/// <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); } }
/// <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); } }