private void Jump() { jumping = false; EditorDebug.Log(eventQueue.Count); while (eventQueue.Count != 0) { Character.Order ev = eventQueue.Dequeue(); EditorDebug.Log(ev); if (ev == Character.Order.OrderJump) { rigidbody2D.AddForce(jumpForce, ForceMode2D.Impulse); if (character.transform.position.y < maxHeight) { jumping = true; } } } if (!jumping) { stateMachine.Trigger(Character.Trigger.Fall); } }
protected override void onSkillTriggerEnter(Collider _collider) { base.onSkillTriggerEnter(_collider); var bsa = _collider.GetComponentInParent <BattleStageActor> (); if (bsa != null) { #if EditorDebug sb.Append("技能 :[" + skillMapId + "]" + "碰撞到目标 [" + bsa.actordata.logName + "] \n"); #endif bool ispass = SkillFilter.SkillBasicFilter(bsa.actordata, skillData.attackerData, skillData.compareContent); if (ispass) { bsa.buffAndSkill.OnSkillEnter(skillData); setState(fireFinish_state); } #if EditorDebug sb.Append(ispass ? "命中有效" : "命中无效"); EditorDebug.Log(sb.ToString()); #endif } }
protected override void OnEnter(ref Character.ChangedStateEventArgs e) { EditorDebug.Log("JUMPING ENTER"); float initPosY = character.transform.position.y; maxHeight = initPosY + height; rigidbody2D.AddForce(jumpForce, ForceMode2D.Impulse); }
/// <summary> /// 添加buff /// </summary> /// <param name="_buffdata">Buffdata.</param> public void AddBuff(BuffData _buffdata) { #if EditorDebug EditorDebug.Log("添加buffId :[" + _buffdata.buffId + "] name :[" + JSONBuffData.instance.GetName(_buffdata.buffId) + " attacker :[" + _buffdata.attackerData.logName + "] hiter :[" + _buffdata.hiterData.logName + "]"); #endif BuffCompute _bb = new BuffCompute(_buffdata, 1); _bb.BuffBegin(); }
public string GetLineByTagAttribute(string tag) { foreach (XmlNode lineInfo in lines) { if (lineInfo.Attributes["tag"].Value == tag) { return(lineInfo.InnerText); } } EditorDebug.Log("TAG NOT FOUND! REMEMBER BUILD ASSETBUNDLES!"); return(string.Empty); }
public void Attack() { attackingTime = 2.0f; cachedTime = Time.time; #if EditorDebug EditorDebug.Log(stageActor.actordata.logName + " 发起攻击 目标 : [" + cachedWeaponData.target.actordata.logName + "]"); #endif SkillData sd = new SkillData(); sd.skillId = cachedWeaponData.skillId; sd.attackerData = stageActor.actordata; sd.hiterData = cachedWeaponData.target.actordata; sd.targetPos = cachedWeaponData.target.transform.position; sd.power = 100; SkillMgr.instance.PlaySkill(sd); }
protected override void OnEnter(ref Character.ChangedStateEventArgs e) { EditorDebug.Log("FALLING ENTER"); }