/// <summary> /// 攻击判定 /// </summary> public void AttackDecision(int _hitId) { HitData hitData = BattleManager.Instance.QueryHitData(_hitId); //带上施法者的信息 Vector3 center; float radius = 0f; hitedColliderList.Clear(); for (int i = 0; i < hitData.decisionSpheres.Length; i++) { center = hitData.decisionSpheres[i].Center; radius = hitData.decisionSpheres[i].Radius; tempColliderSet = Physics.OverlapSphere(center, radius, LayerMask.NameToLayer("Actor")); for (int j = 0; j < tempColliderSet.Length; j++) { if (!hitedColliderList.Contains(tempColliderSet[i])) { hitedColliderList.Add(tempColliderSet[i]); } } } Actor a = null; hitedActorList.Clear(); for (int i = 0; i < hitedColliderList.Count; i++) { a = hitedColliderList[i].GetComponent <Actor>(); hitedActorList.Add(a); } BattleManager.Instance.ProcessHitedActor(hitedActorList); }
public void Begin(HitData _data) { }