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; }
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(); }