示例#1
0
 void Awake()
 {
     hpcontroller     = FindObjectOfType <Hpcontroller>();
     ACTION           = Actioncontroller.action_type;
     attact_character = BattleInfo.attact_character;
     attact_target    = BattleInfo.attact_target;
     gameObject.name  = attact_character.name + " " + ACTION + " " + attact_target.name;
     character        = attact_character.GetComponent <Character_Object>();
     for (int i = 0; i < BattleInfo.characters_gameobject.Count; i++)
     {
         if (attact_character == BattleInfo.characters_gameobject[i])
         {
             now_character = i;
             break;
         }
     }
     firstmove = Vector3.Distance(attact_character.transform.position, new Vector3(attact_target.transform.position.x, 0.5f, attact_target.transform.position.z)) * speed * 0.01f;
     Actioncontroller.battlering_active = false;
     SwitchCharacterMoving();
     character.this_model.transform.LookAt(new Vector3(attact_target.transform.position.x, 0, attact_target.transform.position.z));
     character.animator.CrossFade("AngierWalk", 0.1f);
     character.animator.SetBool("isWalking", true);
     character.animator.SetBool("isIdle", false);
     //speed = NewSpeed();
 }
示例#2
0
    void OnEnable()
    {
        character  = BattleInfo.attact_character.GetComponent <Character_Object>();
        now_camera = character.character_camera;
        Vector3 position = character.character_camera.transform.position;
        Vector3 rotat    = character.character_camera.transform.rotation.eulerAngles;

        position.y        += 0.4f;
        position.z        += 7;
        transform.position = position;
        //transform.LookAt(character.character_camera.transform.position);
        transform.RotateAround(character.character_camera.transform.position, Vector3.up, rotat.y);
        first_angle = transform.rotation.eulerAngles.y;
    }
示例#3
0
 void Activebattlering()//判斷是否能行動
 {
     for (int i = 0; i < length; i++)
     {
         if (character_timer[i] > 5 && battlering_active == false && character_moving[i] == false)
         {
             Time.timeScale   = 0;//選擇行動時時間暫停
             attact_character = BattleInfo.characters_gameobject[i];
             character        = attact_character.GetComponent <Character_Object>();
             //maincamera.transform.position = (BattleInfo.characters_gameobject[i].transform.position + Vector3.up) + new Vector3(0, 0.5f, -1.5f);
             //maincamera.transform.LookAt(new Vector3(0, 0, 0) + Vector3.up);
             BattleInfo.attact_character = attact_character;
             battlering.SetActive(true);
             battlering_active = true;
             character.SendMessage("Switchattacter");//打開攻擊者頭上提示
             //battlering.SetActive(true);
         }
     }
 }