Пример #1
0
 protected override void OnExecute(InteractiveObj self, InteractiveObj target)
 {
     if (target.IsEnemy(self.Camp))
     {
         target.Camp = self.Camp;
         SceneObjHeadInfo info = target.UIHeadInfo;
         if (info)
         {
             if (self.Camp == Common.MyselfCamp)
             {
                 info.txtBlood.color = Color.green;
                 info.sldBlood.fillRect.GetComponent <UnityEngine.UI.Graphic>().color = Color.green;
                 DrawAttackRange draw = target.GetComponent <DrawAttackRange>();
                 if (draw)
                 {
                     draw.bNeedUpdate = false;
                 }
                 LineRenderer line = target.GetComponent <LineRenderer>();
                 if (line)
                 {
                     line.enabled = false;
                 }
             }
             else
             {
                 info.txtBlood.color = Color.red;
                 info.sldBlood.fillRect.GetComponent <UnityEngine.UI.Graphic>().color = Color.red;
             }
         }
         self.DoDamage(new Damage(WorldSetting.Effect.Dark, 5), WorldInteractObj.Instance);
     }
 }
Пример #2
0
 private void OnCollisionEnter(Collision collision)
 {
     if (Master.bCanUseJumpSkill)
     {
         InteractiveObj target = collision.collider.GetComponent <InteractiveObj>();
         if (target && target.IsAlive && target.IsEnemy(Master.Camp))
         {
             Vector3 myCenter = Master.ColliderSelf.bounds.center;
             Vector3 center   = target.ColliderSelf.bounds.center;
             float   top      = target.ColliderSelf.bounds.max.y;
             if (top - Master.ColliderSelf.bounds.min.y < 0.1f)
             {
                 float y = center.y;
                 center.y   = myCenter.y;
                 myCenter.y = y;
                 if (Master.ColliderSelf.bounds.Contains(center) || target.ColliderSelf.bounds.Contains(myCenter))
                 {
                     target.DoDamage(new Damage(WorldSetting.Effect.Physical, 1000000), Master);
                     Master.Body.RigidSelf.AddForce(0, 500, 0, ForceMode.Impulse);
                     return;
                 }
             }
         }
     }
     OnTrigger(collision.collider);
 }
Пример #3
0
 protected override void OnExecute(InteractiveObj self, Vector3 pos)
 {
     RaycastHit[] hits = Physics.SphereCastAll(pos, Range, Vector3.up, float.MaxValue, layerEnemey);
     for (int i = 0, length = hits.Length; i < length; ++i)
     {
         InteractiveObj target = hits[i].collider.GetComponent <InteractiveObj>();
         if (target && self.IsEnemy(target.Camp))
         {
             target.DoDamage(new Damage(EffectType, self.CalAtkDamage(EffectBaseValue)), self);
         }
     }
 }
Пример #4
0
    protected override void OnExecute(InteractiveObj self, InteractiveObj target)
    {
        target.DoDamage(new Damage(EffectType, self.CalAtkDamage(EffectBaseValue)), self);
        EffectPlayer.PlayOnTransform(EffectFX, target.BeAtkPoint);
        AudioSystem.Instance.PlayOnTransform(EffectSE, target.BeAtkPoint);

        Debuff_Dot dot = new Debuff_Dot();

        dot.Init(nBuffOrder, nDuration, BuffBase.Type.Debuff, self, target);
        dot.InitDot(nFirstEffectTime, nDuration, EffectType, self.CalAtkDamage(nEffectDamage), self.CalAtkDamage(nEndDamage));
        dot.InitDotResources(objContinueFX, acContinueSE, objContinueEffectFX, acContinueEffectSE, objEndEffectFX, acEndEffectSE);
        target.AddBuff(dot);
    }
Пример #5
0
 protected virtual void OnExecute(InteractiveObj self, InteractiveObj target)
 {
     target.DoDamage(new Damage(EffectType, self.CalAtkDamage(EffectBaseValue)), self);
 }