private void GetFunctionKeyDown() { GetMousePosition(); //Flip(); _shootDirection.TurnTo(); /*if (Input.GetKeyDown(SystemOption.ThrowAway)) * { * if (Gun != null) * { * GunThrowAway(); * } * * }*/ if (Input.GetKeyDown(SystemOption.PreviousItem)) { _bag.Now--; BagEdgeCheck(); Debug.Log("现在是第" + (_bag.Now + 1) + "个道具:" + _bag.list[_bag.Now]); } else if (Input.GetKeyDown(SystemOption.NextItem)) { _bag.Now++; BagEdgeCheck(); Debug.Log("现在是第" + (_bag.Now + 1) + "个道具:" + _bag.list[_bag.Now]); } if (Input.GetKeyDown(SystemOption.PutDownItem)) { _bag.Use(_state.name, this.transform.position, _muzzleOrientation); } CenterProcess.NotifyDashBoard(); }
public void Hurt(float damage, String shootername, String guntype, Buff attackbuff = Buff.Normal) //收到伤害,参数依次为:收到伤害数值,伤害来源(单位),伤害来源(武器),伤害来源的Buff(默认是普通) { lock (_locker) //本函数上进程锁,防止同时命中造成伤害计算混乱,强制依次计算 { if (_isdead == false) //如果是死亡状态则不进行伤害计算 { DamageCalculate(damage); //计算伤害 if (Health <= 0) //血量小于0则进入死亡函数 { Die(shootername, guntype); } BuffCheck(attackbuff); //识别伤害来源的Buff,并更新全面板(受伤更新) CenterProcess.NotifyDashBoard(); /*if (isAvatar == false && attackbuff!=Buff.Normal) * { * _internalBuff = attackbuff; * BuffCheck(); * CancelInvoke("InitBuff"); * Invoke("InitBuff",time); * }*/ } } }