Пример #1
0
    public int tenetDirection = 1; //默认为1,当为0时表示是逆向的主角


    //public bool attacking;  //表示是否正在攻击,并传给sword


    // Start is called before the first fr  ame update

    private void Awake()
    {
        //cController = CursorController.Instance;  //获取单例变量

        leftLeg2  = transform.Find("leftLeg1/leftLeg2");
        rightLeg2 = transform.Find("rightLeg1/rightLeg2");


        rigidbody = GetComponent <Rigidbody2D>();

        anim = GetComponent <Animator>();

        mController = GetComponent <MasterController>();

        this.normalGravityScale = gravityScale;
        //rigidbody.gravityScale = this.gravityScale;

        //GameObject pfb = (GameObject)Resources.Load("Prefabs/sword");

        //Debug.Log("123 "+pfb);

        sword = Instantiate(sword, weaponHand.transform.position, Quaternion.identity, weaponHand.transform);

        sword.father = this.gameObject;

        sword.transform.localEulerAngles = new Vector3(0, 0, -90);



        Master.bodyCollector.Add(this);   //加入管理器中


        //collider.GetComponent<BoxCollider2D>();
    }
Пример #2
0
    //public void AnimNormalize()
    //{
    //    anim.SetFloat("Recover", 0);

    //}



    public void EndAttack()
    {
        swordBody weapon = sword.GetComponent <swordBody>();

        anim.SetInteger("Attack", 0);

        weapon.attacking = false;
    }
Пример #3
0
    public void BeginAttack()
    {
        swordBody weapon = sword.GetComponent <swordBody>();


        weapon.attacking = true;

        if (Master.status == 2)
        {
            anim.SetInteger("Attack", 0);   //逆转状态时攻击状态也不能太久
            weapon.attacking = false;
        }



        //todo
        //增加伤害计算
    }