// Start is called before the first frame update void Start() { Instance = this; AnimancerComponent.Animator.fireEvents = false; AnimancerComponent.States.CreateIfNew(IdleAnimation); AnimancerComponent.States.CreateIfNew(RunAnimation); AnimancerComponent.States.CreateIfNew(JumpAnimation); AnimancerComponent.States.CreateIfNew(AttackAnimation); AnimancerComponent.States.CreateIfNew(SkillAnimation); CombatEntity = EntityFactory.Create <CombatEntity>(); CombatEntity.AddComponent <SkillPreviewComponent>(); SkillConfigObject config = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1001_黑火球术"); AbilityEntity abilityA = CombatEntity.AttachSkill <Skill1001Entity>(config); CombatEntity.BindAbilityInput(abilityA, KeyCode.Q); config = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1002_炎爆"); abilityA = CombatEntity.AttachSkill <Skill1002Entity>(config); CombatEntity.BindAbilityInput(abilityA, KeyCode.W); config = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1004_血红激光炮"); abilityA = CombatEntity.AttachSkill <Skill1004Ability>(config); CombatEntity.BindAbilityInput(abilityA, KeyCode.E); AnimTimer.MaxTime = AnimTime; }
// Start is called before the first frame update void Start() { CombatEntity = EntityFactory.Create <CombatEntity>(); CombatEntity.Initialize(); CombatEntity.AddComponent <AbilityPreviewComponent>(); var config = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1001_黑火球术"); var abilityA = CombatEntity.AttachSkill <Skill1001Entity>(config); CombatEntity.BindAbilityInput(abilityA, KeyCode.Q); AnimTimer.MaxTime = AnimTime; }