public void GetBeHit(JN_Date jn_date, float sx) { if (roleDate.isDie) { return; } //if (!roleDate.isCanBeHit) return; float addxue = jn_date.atkPower - roleDate.def; addxue = addxue > 0 ? addxue : 1; roleDate.live -= addxue; if (roleDate.live < 0) { roleDate.live = 0; } //print("live "+ roleDate.live); //判断是否在躲避阶段 无法被攻击 //判断击中特效播放位置 //击退 判断方向 float _psScaleX = sx; //判断是否在空中 //挨打动作 判断是否破硬直 //判断是否生命被打空 if (!IsPlayAudio) { return; } //HitTX(_psScaleX, "BloodSplatCritical2D1"); //HitTX(_psScaleX, "jizhong", roleDate.beHitVudio); string tx_1 = ""; if (BeHitGameBody) { tx_1 = BeHitGameBody.GetComponent <RoleDate>().BeHitTX_1; } if (tx_1 != "") { print(" >>tx_1 " + tx_1); GameObject hitTx_1 = Resources.Load(tx_1) as GameObject; hitTx_1 = ObjectPools.GetInstance().SwpanObject2(hitTx_1); HitTXPos(hitTx_1); } //击中特效类型 8 和 9 都是 火焰类的 if (jn_date.HitInSpecialEffectsType == 8 || jn_date.HitInSpecialEffectsType == 9) { //一般粒子 特殊的 击中 //HitTX(_psScaleX, "BloodSplatCritical3", "", 2, false, false, -txPos); return; } HitTX(_psScaleX, "BloodSplatCritical3", "", 2, false, false); if (jn_date.HitInSpecialEffectsType != 3) { HitTX(_psScaleX, "jizhong", roleDate.beHitVudio, 4, true, true); } }
void OnTriggerEnter2D(Collider2D Coll) { gameBody = Coll.GetComponent <GameBody>(); roleDate = Coll.GetComponent <RoleDate>(); _rigidbody2D = Coll.GetComponent <Rigidbody2D>(); //atkObj = txObj.GetComponent<JN_base>().atkObj; //print(atkObj.name); print(" ---coll name " + Coll.name + " roledate " + roleDate); if (roleDate && !IsCanHitBoss && roleDate.enemyType == "boss") { return; } JN_Date jn_date = GetComponent <JN_Date>(); if (roleDate != null && roleDate.team != jn_date.team) { //print("击中的2Dbox "+Coll.GetComponent<BoxCollider2D>().transform.position); if (roleDate.isDie) { return; } //if (!roleDate.isCanBeHit) return; //取到施展攻击角色的方向 //float _roleScaleX = -atkObj.transform.localScale.x; if (IsCanBeDodge) { //print("roleDate " + roleDate); //print(" isCanbeihit " + roleDate.isCanBeHit); if (!roleDate.isCanBeHit) { return; } } //这个已经不需要了 //if (Coll.GetComponent<BeHit>()) Coll.GetComponent<BeHit>().GetBeHit(jn_date, _roleScaleX); //print(" 这里是否进来 " + Coll.transform.position.x + " ------- " + this.transform.parent.transform.transform); if (this.transform.parent) { atkScaleX = Coll.transform.position.x < this.transform.parent.transform.position.x ? -1 : 1; } GetBeHit(jn_date, atkScaleX); //力作用 这个可以防止 推力重叠 导致任务飞出去 Vector3 tempV3 = _rigidbody2D.velocity; _rigidbody2D.velocity = new Vector3(0, tempV3.y, tempV3.z); if (jn_date != null && gameBody != null) { gameBody.HasBeHit(); if (this.transform.parent == null) { return; } if (Coll.transform.position.x > this.transform.parent.transform.position.x) { //Coll.GetComponent<Rigidbody2D>().AddForce(new Vector2(400 , 0)); Coll.GetComponent <GameBody>().GetZongTuili(new Vector2(400, 0)); } else { //Coll.GetComponent<Rigidbody2D>().AddForce(new Vector2(-400 , 0)); Coll.GetComponent <GameBody>().GetZongTuili(new Vector2(-400, 0)); } } //毒伤害 if (jn_date.DuChixuShanghai != 0) { //print(beHitObj.name + " --beihitteam " + BeHitRoleDate.team + " jnteam " + jn_date.team + " atkObjname " + atkObj.name); if (gameBody != null && roleDate.team != jn_date.team) { gameBody.GetComponent <ChiXuShangHai>().InDu(jn_date.DuChixuShanghai, jn_date.DuChixuShanghaiTime); } } if (jn_date.HuoChixuShanghai != 0) { if (gameBody != null && roleDate.team != jn_date.team) { gameBody.GetComponent <ChiXuShangHai>().InHuo(jn_date.HuoChixuShanghai, jn_date.HuoChixuShanghaiTime); } } } }
void StopMove() { //print(" ????stopmove!!!!! "); //_gameBody.SetXSpeedZero(); _gameBody.GetComponent <Rigidbody2D>().velocity = Vector2.zero; }