public override void OnEnter(BInput input) { SoliderPlayer tinput = input as SoliderPlayer; tinput.StopAllAction(); // Debug.Log("ActionSoliderStop"); }
public override void OnEnter(BInput input) { SoliderPlayer tinput = input as SoliderPlayer; tinput.MoveAround(); // Debug.Log("MoveAround"); }
public override void OnEnter(BInput input) { this.over = false; SoliderPlayer tinput = input as SoliderPlayer; tinput.AttackEnemy(this); this.m_ftime = Time.time; // Debug.Log("ActionSoliderAttack"); }
void Start() { m_Character = GetComponent <SoliderPlayer>(); linePointMap = new Dictionary <int, GameObject> (); int i = 0; foreach (GameObject obj in linePointList) { linePointMap.Add(i++, obj); } }
public override ActionResult Excute(BInput input) { SoliderPlayer tinput = input as SoliderPlayer; bool isEnemyInSight = tinput.NearbyExistEnemy(); if (isEnemyInSight) { // Debug.LogError ("ConditionNearbyAliveEnemy 范围内存在敌人"+this.m_strName); return(ActionResult.SUCCESS); } // Debug.LogError ("ConditionNearbyAliveEnemy 范围内不存在敌人"+this.m_strName); return(ActionResult.FAILURE); }
//excute public override ActionResult Excute(BInput input) { SoliderPlayer tinput = input as SoliderPlayer; if (tinput.NearbyExistEnemy()) { return(ActionResult.FAILURE); } else if (tinput.moveRoundTweener == null) { return(ActionResult.SUCCESS); } else { return(ActionResult.RUNNING); } }
void OnTriggerExit2D(Collider2D collider2D) { foreach (var component in collider2D.gameObject.GetComponents <Component>()) { SoliderPlayer player = component as SoliderPlayer; if (player != null) { foreach (var myComponent in this.gameObject.GetComponents <Component>()) { SoliderPlayer myPlayer = myComponent as SoliderPlayer; if (myPlayer != null) { if (myPlayer.soliderGroup != player.soliderGroup) { isEnemyInSight = false; enemyInSightObj = null; } } } } } }
void OnTriggerEnter2D(Collider2D collider2D) { // Debug.Log ("OnTriggerEnter2D"+collider2D.gameObject.name); foreach (var component in collider2D.gameObject.GetComponents <Component>()) { SoliderPlayer player = component as SoliderPlayer; if (player != null) { foreach (var myComponent in this.transform.parent.gameObject.GetComponents <Component>()) { SoliderPlayer myPlayer = myComponent as SoliderPlayer; if (myPlayer != null) { if (myPlayer.soliderGroup != player.soliderGroup) { isEnemyInSight = true; enemyInSightObj = collider2D.gameObject; } } } } } }
public override void OnEnter(BInput input) { SoliderPlayer tinput = input as SoliderPlayer; tinput.Escape(); }