Пример #1
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        //Vector3 vector = gameObject.transform.eulerAngles;

        Heathscrips health = collision.gameObject.GetComponent <Heathscrips>();//获取碰撞对象的健康

        // print(collision.gameObject.name);
        if (collision.gameObject.tag == "ground" && !ishack)
        {
            if (damageelect != null)                                                 //如果有粒子效果
            {
                particlescrips.particl.instantiate(damageelect, transform.position); //进行一次粒子效果
            }
            Destroy(gameObject);
        }

        if (health != null && health.isenemay != isenemy)
        {
            health.Damage(damage);
            destroy(health.gameObject);
            Vector2 forcer = gameObject.transform.right * force;
            collision.gameObject.GetComponent <move>().AddSpeeds(forcer); //给予对象物理击退
            backer(forcer);                                               //给予自身物理击退
        }
    }
Пример #2
0
 //以下是其他函数,用来具体控制
 protected override void Awakes()
 {
     dash   = gameObject.GetComponent <Dash>();
     health = gameObject.GetComponent <Heathscrips>();
     attack = gameObject.GetComponent <Attack>();
     jump   = gameObject.GetComponent <Jump>();
     moves  = gameObject.GetComponent <Moves>();
 }
Пример #3
0
 private void Awake()
 {
     if (player != null)
     {
         hps = player.gameObject.GetComponent <Heathscrips>();
     }
     size      = gameObject.transform.localScale;
     maxhealth = hps.qimax;
 }
Пример #4
0
    private void OnTriggerExit2D(Collider2D collision)
    {
        Heathscrips health = collision.gameObject.GetComponent <Heathscrips>();

        if (health != null)
        {
            if (health.isenemay != gameObject.GetComponentInParent <Heathscrips>().isenemay)
            {
                insight = true;
                target  = null;
            }
        }
    }
Пример #5
0
    public void dash(Charactercontral a)
    {//冲刺
        Heathscrips health = gameObject.GetComponent <Heathscrips>();

        if (a.GetStatenum() < 2 && (health == null || health.cando()))
        {
            animator.SetBool("dashing", true);
            move.setX(0);
            move.setY(0);
            contral = a;
            dashes  = dashtime;     //dash的时间设置为dashtime
            contral.Setstatenum(3); //技能状态
            right = move.Turn();


            if (health != null)
            {
                health.consumeqi(6);
            }
        }
    }
Пример #6
0
 private bool jumping;//是否在自主跳跃的途中,用于判断是否会废气
 private void Awake()
 {
     move    = GetComponent <move>();//进行角色方向控制时就调用move中的函数
     contral = GetComponent <Charactercontral>();
     health  = gameObject.GetComponent <Heathscrips>();
 }
Пример #7
0
 private void Awake()
 {
     weapons = GetComponentsInChildren <weaponscript>();//从子物体中获取武器
     health  = GetComponent <Heathscrips>();
     contral = GetComponent <Charactercontral>();
 }
Пример #8
0
 //以下是其他函数,用来具体控制
 protected override void Awakes()
 {
     dash   = gameObject.GetComponent <Dash>();
     health = gameObject.GetComponent <Heathscrips>();
 }