Пример #1
0
    private void UpdateMoveState()
    {
        if (bDie)
        {
            return;
        }
        if (m_CombatProps.isSleep())
        {
            return;
        }
        if (!isLocalPlayer)
        {
            return;
        }

        //Move(Mess or Normal)
        if (m_CombatProps.isMess())
        {
            m_CombatProps.MessRun(ref h, ref v);
        }
        else
        {
            getMoveInput(ref h, ref v);
        }
        m_MoveDir = new Vector2(h, v);

        //run state
        if (h == 0 && v == 0)
        {
            bRun = false;
        }
        else
        {
            bRun = true;
        }
    }
Пример #2
0
    //=================================================================
    //Combat rec here
    //=================================================================
    public void recAttack(KBEngine.Role e, int attackType, float damage)
    {
        if (e.renderObj == null)
        {
            return;
        }

        GameObject player = e.renderObj as GameObject;
        GameObject dp     = (GameObject)Instantiate(damagePopupObliPref, player.transform.position, Quaternion.identity);

        dp.GetComponent <ValuePopup>().m_Player = player;
        dp.GetComponent <ValuePopup>().m_Value  = (int)damage;
        CombatProps cp = player.GetComponent <CombatProps>();

        if (cp == null)
        {
            return;
        }

        switch ((AttackType)attackType)
        {
        case AttackType.Normal:
            break;

        case AttackType.Frozen:
            if (!cp.isInFrozenDBuff)
            {
                cp.inFrozenDBuff();
            }
            break;

        case AttackType.Strong:
            if (!cp.isSleep())
            {
                Instantiate(sleepEffect, player.transform.position, player.transform.rotation, player.transform);
                cp.inSleepDBuff();
            }
            break;

        case AttackType.Shadow:
            if (!cp.isMess())
            {
                Instantiate(messEffect, player.transform.position, player.transform.rotation, player.transform);
                cp.inMessDBuff();
            }
            break;
        }
    }