public void GetStart(GameObject obj) { EnemyObj = obj; //提高硬值 if (!isAcing) { isAcing = true; GetComponent <RoleDate>().addYZ(addYZNum); gameBody = GetComponent <GameBody>(); _aiBase = GetComponent <AIBase>(); if (RunName == "" || !gameBody.GetDB().animation.HasAnimation(RunName) || !gameBody.GetDB().animation.HasAnimation(AtkName)) { AcOver(); return; } oldRunName = gameBody.GetRunName(); oldRunSpeedX = gameBody.maxSpeedX; //print("---------------->AtkName " + AtkName + " RunName " + RunName+ " oldRunName "+ oldRunName); gameBody.RunACChange(RunName, moveSpeedX); if (AudioRunCut) { AudioRunCut.Play(); } } }
void AcOver() { if (isAcing) { isAcing = false; isAtking = false; isRunNear = false; GetComponent <RoleDate>().hfYZ(addYZNum); gameBody.RunACChange(oldRunName, oldRunSpeedX); GetComponent <GameBody>().isAcing = false; } }
//奔跑动作 和 速度 还原 void RunAndSpeedHY() { _gameBody.RunACChange(_ysRunName, _ysRunSpeed); }
void ChongjiBegin() { if (!IsChongjiHX2Start) { return; } if (_roledate.isBeHiting || _roledate.isDie || _gameBody.IsGround || _gameBody.IsHitWall) { ReSetAll(); IsChongjiOver = true; return; } if (IsChongjiOver) { return; } if (isStartChongji) { _gameBody.isAcing = true; if (!IsInStartAC) { IsInStartAC = true; _gameBody.isAcing = true; _gameBody.RunACChange(CJ_Start); _gameBody.GetDB().animation.FadeIn(CJ_Start, 0.2f); //_gameBody.GetDB().animation.GotoAndPlayByTime(CJ_Start, 0); //print(" 进入 飞行 冲击动作 "+ CJ_Start+" 是否包含该动作 "+ _gameBody.GetDB().animation.HasAnimation(CJ_Start)+" 当前动作??? "+ _gameBody.GetDB().animation.lastAnimationName); Lizi_Huoyan.Play(); ChongJiHitKuai.SetActive(true); SelfHitKuai.SetActive(false); //伤害变动 GetComponent <JN_Date>().atkPower = ChongjiShanghai; } if (!IsToEnd && GetComponent <AIAirRunNear>().ZhijieMoveToPoint(TargetPos, 1, MinSpeed, false, true, MaxSpeed)) { IsToEnd = true; //还原到 站立动作 _gameBody.RunACChange(MoRenRunACName); print(" 还原的 跑动动作是啥?????????MoRenRunACName " + MoRenRunACName); _gameBody.isAcing = false; _gameBody.GetAcMsg(_gameBody.GetStandACName()); ReSetAll(); IsChongjiOver = true; } if (!_gameBody.isAcing) { ReSetAll(); IsChongjiOver = true; } return; } if (_gameBody.GetDB().animation.lastAnimationName == CJ_Begin && !_gameBody.isAcing) { isStartChongji = true; } }