void Awake()
 {
     attact_enemy = EnemyActioncontroller.attact_enemy;//當前攻擊的敵人
     for (int i = 0; i < BattleInfo.enemies_gameobject.Count; i++)
     {
         if (attact_enemy == BattleInfo.enemies_gameobject[i])
         {
             now_enemy = i;
             break;
         }
     }
     SwitchEnemyMoving();
     hpcontroller  = FindObjectOfType <Hpcontroller>();
     now_action    = EnemyActioncontroller.attact_type;
     attact_target = EnemyActioncontroller.attact_target;//當前攻擊的目標
     for (int i = 0; i < BattleInfo.characters_inbattle.Count; i++)
     {
         if (attact_target.name == BattleInfo.characters_inbattle[i].Name)
         {
             now_target = i;
             Debug.Log("now_target:" + i);
             break;
         }
     }
     firstmove       = Vector3.Distance(attact_enemy.transform.position, new Vector3(attact_target.transform.position.x, 1, attact_target.transform.position.z)) * speed * 0.01f;
     speed           = speed * 0.01f;
     gameObject.name = attact_enemy.name + " " + now_action + " " + attact_target.name;
 }
Пример #2
0
 void Awake()
 {
     hpcontroller     = FindObjectOfType <Hpcontroller>();
     ACTION           = Actioncontroller.action_type;
     attact_character = BattleInfo.attact_character;
     attact_target    = BattleInfo.attact_target;
     gameObject.name  = attact_character.name + " " + ACTION + " " + attact_target.name;
     character        = attact_character.GetComponent <Character_Object>();
     for (int i = 0; i < BattleInfo.characters_gameobject.Count; i++)
     {
         if (attact_character == BattleInfo.characters_gameobject[i])
         {
             now_character = i;
             break;
         }
     }
     firstmove = Vector3.Distance(attact_character.transform.position, new Vector3(attact_target.transform.position.x, 0.5f, attact_target.transform.position.z)) * speed * 0.01f;
     Actioncontroller.battlering_active = false;
     SwitchCharacterMoving();
     character.this_model.transform.LookAt(new Vector3(attact_target.transform.position.x, 0, attact_target.transform.position.z));
     character.animator.CrossFade("AngierWalk", 0.1f);
     character.animator.SetBool("isWalking", true);
     character.animator.SetBool("isIdle", false);
     //speed = NewSpeed();
 }