private void ReleaseNormalAtk() { if (EntitySelfPlayer.CurrentAniState == AniState.Attack) //第二次及以上普通攻击 //在500ms以内进行第二次点击,存数据 { double nowAtkTime = GameEntry.Timer.GetNowTime(); if (nowAtkTime - LastAtkTime < Constants.ComboSpace && LastAtkTime != 0) //满足时间间隔 { if (m_ComboArr[ComboIndex] != m_ComboArr[m_ComboArr.Length - 1]) //连击未达到5次 { ComboIndex += 1; EntitySelfPlayer.ComboQue.Enqueue(m_ComboArr[ComboIndex]); LastAtkTime = nowAtkTime; } else //连击已满,重新计时/计数 { LastAtkTime = 0; ComboIndex = 0; } } } else if (EntitySelfPlayer.CurrentAniState == AniState.Idle || EntitySelfPlayer.CurrentAniState == AniState.Move) //开始第一次普通攻击计时,计数 { ComboIndex = 0; LastAtkTime = GameEntry.Timer.GetNowTime(); EntitySelfPlayer.Attack(m_ComboArr[ComboIndex]); } }
public void SetSelfPlayerMoveDir(Vector2 dir) { //设置玩家移动 InputDir = dir; if (EntitySelfPlayer.CanControl == false) { return; } if (EntitySelfPlayer.CurrentAniState == AniState.Idle || EntitySelfPlayer.CurrentAniState == AniState.Move) { if (dir == Vector2.zero) { EntitySelfPlayer.Idle(); } else { EntitySelfPlayer.Move(); EntitySelfPlayer.SetDir(dir); } } }
private void ReleaseSkill3() { EntitySelfPlayer.Attack(103); }