/*普通攻击*/ protected void attack() { if (SkillStatu != SkillStatus.Attack) { //开始攻击 SkillStatu = SkillStatus.Attack; //Debug.Log("attack!"); //执行攻击 MonsterAnimator.SetTrigger("SwordAttack"); } else { //正在攻击 AnimatorClipInfo[] animatorClipInfos = MonsterAnimator.GetCurrentAnimatorClipInfo(0); if (animatorClipInfos[0].clip.name == "Idel") { //已经攻击完毕 //Debug.Log("攻击完毕!"); SkillStatu = SkillStatus.Busy; StartCoroutine(recoverFromSkill(3)); } else { } } }
void Start () { controller = transform.GetComponent<CharacterController>(); monsterAnimator = GetComponent<MonsterAnimator>(); currentHealth = calculateAttribute(health); currentMana = calculateAttribute(mana); currentAttack = calculateAttribute(attack); currentDefense = calculateAttribute(defense); currentSpecialAttack = calculateAttribute(specialAttack); currentSpecialDefense = calculateAttribute(specialDefense); currentSpeed = calculateAttribute(speed); currentCriticalChance = criticalChance; initialPosition = transform.position; initialRotation = transform.rotation; }
void Start() { controller = transform.GetComponent <CharacterController>(); monsterAnimator = GetComponent <MonsterAnimator>(); currentHealth = calculateAttribute(health); currentMana = calculateAttribute(mana); currentAttack = calculateAttribute(attack); currentDefense = calculateAttribute(defense); currentSpecialAttack = calculateAttribute(specialAttack); currentSpecialDefense = calculateAttribute(specialDefense); currentSpeed = calculateAttribute(speed); currentCriticalChance = criticalChance; initialPosition = transform.position; initialRotation = transform.rotation; }
public void EndDialogue() { textGameObject.SetActive(false); if (!gameManager.beatGame) { objective.SetActive(true); clues.SetActive(true); Player player = FindObjectOfType <Player>(); player.enabled = true; Monster monster = FindObjectOfType <Monster>(); monster.enabled = true; MonsterAnimator monsterAnimator = monster.GetComponent <MonsterAnimator>(); monsterAnimator.enabled = true; } else { SceneManager.LoadScene(0); } }
/*移动到城门前,攻击城门*/ protected void AttackDoor() { turnLeft(); Vector3 DoorPosition; DoorPosition = DoorObject.GetComponent <Transform>().position; float xDistance = this.GetComponent <Transform>().position.x - DoorPosition.x; if (xDistance > DoorAttackDistance) { // 尚未到达大门 MonsterAnimator.SetBool("isRun", true); Vector3 translator = new Vector3(speed, 0.0f, 0.0f); MonsterTransform.Translate(translator); } else { //已经到达大门处 MonsterAnimator.SetBool("isRun", false); MonsterAnimator.SetTrigger("SwordAttack"); //播放攻击动画 } }
public bool CanControlSwitch(MonsterAnimator pm) { return(pm != null && pm.canControlSwitch == 0); }
/*追踪玩家,到达指定位置进行攻击*/ protected void chaseAndAttackPlayer() { Vector3 PlayerPosition; PlayerPosition = PlayerObject.GetComponent <Transform>().position; float xDistance = GetComponent <Transform>().position.x - PlayerPosition.x; float yDistance = GetComponent <Transform>().position.z - PlayerPosition.z; bool isRun = false; Vector3 translator = new Vector3(); if (xDistance > PlayerAttackDistanceX) { //怪物在玩家的右侧且尚未接近 isRun = true; turnLeft(); translator.x = speed; direction = true; } else if (xDistance < -1.0f * PlayerAttackDistanceX) { //怪物在玩家的左侧且尚未接近 isRun = true; turnRight(); translator.x = speed; direction = false; } if (yDistance > PlayerAttackDistanceZ) { //怪物在玩家的上方侧且尚未接近 isRun = true; if (direction) { //怪物面向左侧,z轴正方向向下 translator.z = speed; } else { //怪物面向右侧,z轴正方向向上 translator.z = -1.0f * speed; } } else if (yDistance < -1.0f * PlayerAttackDistanceZ) { //怪物在玩家的下方且尚未接近 isRun = true; if (direction) { //怪物面向左侧,z轴正方向向下 translator.z = -1.0f * speed; } else { //怪物面向右侧,z轴正方向向上 translator.z = speed; } } if (isRun) { //尚未到达攻击地点 } else { //已经到达攻击地点 MonsterAnimator.SetTrigger("SwordAttack"); //播放攻击动画 } MonsterAnimator.SetBool("isRun", isRun); if (direction) { Quaternion quaternion = Quaternion.Euler(0, 180, 0); MonsterTransform.rotation = quaternion; } else { Quaternion quaternion = Quaternion.Euler(0, 0, 0); MonsterTransform.rotation = quaternion; } MonsterTransform.Translate(translator); }
private void Awake() { agent = GetComponent <NavMeshAgent>(); monsterAnimator = GetComponent <MonsterAnimator>(); }