示例#1
0
    void GetStart()
    {
        if (MoRenRunACName == "")
        {
            MoRenRunACName = _gameBody.GetRunName();
        }
        YSShanghai = GetComponent <JN_Date>().atkPower;
        ReSetAll();
        GetComponent <AIAirRunNear>().TurnToPlayer();
        print(" MoRenRunACName " + MoRenRunACName + "    ?????????? _gameBody.GetRunName " + _gameBody.GetRunName());

        IsChongjiHX2Start = true;
        GetTargetPos();
        _gameBody.GetAcMsg(CJ_Begin, 2);
        Audio_CJStart.Play();
    }
示例#2
0
    void HitDownOnGround()
    {
        if (!IsHitDownOnGround)
        {
            return;
        }

        if (IsHuanYuanStand)
        {
            if (_gameBody.GetAcMsg(_gameBody.GetStandACName(), 2) == "completed")
            {
                IsHitDownOnGround = false;
                ReSetAll();
                _isGetOver = true;
            }
            return;
        }



        if (_gameBody.GetAcMsg(HitGroundACName) == "completed")
        {
            IsHuanYuanStand = true;
        }


        //if (_gameBody.GetDB().animation.lastAnimationName == HitGroundACName && _gameBody.GetDB().animation.isCompleted)
        //{
        //    IsHitDownOnGround = false;
        //    ReSetAll();
        //    _isGetOver = true;
        //    return;
        //}

        //if (_gameBody.GetDB().animation.lastAnimationName != HitGroundACName)
        //{
        //    print("落地动作  " + _gameBody.GetDB().animation.lastAnimationName);
        //    _gameBody.isAcing = true;
        //    _gameBody.GetDB().animation.GotoAndPlayByFrame(HitGroundACName);
        //    print("落地动作  " + _gameBody.GetDB().animation.lastAnimationName);
        //}
    }
示例#3
0
    //bool isHasPlayerACAudio = false;

    protected virtual void GetAC()
    {
        //判断有没有 攻击动作 没有直接退出
        if (!_gameBody.GetDB().animation.HasAnimation(ACName))
        {
            print("没有攻击动作 直接退出!!");
            ReSetAll();
            return;
        }

        //防止 侦听 进入 gamebody
        _gameBody.IsSFSkill = true;

        //转向


        //收招延迟时间
        if (ACOverYCTimes != 0)
        {
            _gameBody.GetACMsgOverYC(ACOverYCTimes);
        }

        //角色 释放动作
        print(" ********************************************************** @@@@@@@@@@@@@@@   acName    " + ACName);
        _gameBody.GetAcMsg(ACName);
        //if (!isHasPlayerACAudio)
        //{
        //    isHasPlayerACAudio = true;

        //}
        if (ACAudio)
        {
            ACAudio.Play();
        }
        //print("  临时 提高硬直   "+AddYZ);
        if (AddYZ != 0)
        {
            GetComponent <TempAddValues>().TempAddYZ(AddYZ, AddYZTimes);
        }

        //起始效果 提示音 光 提示特效 等

        //这里是否有 什么释放动作  慢动作 减速 +硬直 等   地上的前置特效

        //起手慢动作

        if (qishoudongzuoyanchi != 0)
        {
            _gameBody.GetPause(qishoudongzuoyanchi, 0);
        }
        //print("_gameBody.GetDB().animation.timeScale:       "+ _gameBody.GetDB().animation.timeScale);
        //_gameBody.GetDB().animation.timeScale = 0;
        //print("_gameBody.GetDB().animation.timeScale2 :       " + _gameBody.GetDB().animation.timeScale);
    }
示例#4
0
 bool IsOverInStand()
 {
     if (!IsInStanding)
     {
         IsInStanding = true;
         //_gameBody.GetDB().animation.FadeIn("stand_1",0.2f,1);
         _gameBody.GetAcMsg("stand_1", 2);
     }
     if (_gameBody.GetDB().animation.lastAnimationName == "stand_1")
     {
         return(true);
     }
     return(false);
 }
示例#5
0
 void GetFire()
 {
     //print("fire ac     "+ ACName);
     IsHasFire = true;
     _gameBody.GetAcMsg(ACName);
     _gameBody.roleAudio.PlayAudioYS("AudioAtk_1");
     if (QishouAudio)
     {
         QishouAudio.Play();
     }
     if (ZidanFireAudio && GlobalTools.GetRandomNum() >= 50)
     {
         ZidanFireAudio.Play();
     }
 }
示例#6
0
    public void GetStart()
    {
        //停止移动 取消 寻路 和移动
        GetComponent <AirGameBody>().GetStop();
        //动作
        gameBody = GetComponent <GameBody>();
        if (gameBody.GetDB().animation.HasAnimation(""))
        {
            gameBody.GetAcMsg("");
        }
        //动作做完冲刺弹射  速度用推力还是速度? 测试再看
        BumpSpeed = GetJiaodu();
        //gameBody.GetPlayerRigidbody2D().AddForce(BumpSpeed*400);
        //弹力炸弹
        //速度的话 要计算速度 总速度 或者 横向速度

        //播放特效
        TuoWeiTXPlay();

        isStart = true;
    }
示例#7
0
    void startRunToTarget()
    {
        //被攻击 中断
        if (GetComponent <RoleDate>().isDie || GetComponent <RoleDate>().isBeHiting)
        {
            ReSetAll();
            return;
        }

        //判断 前面如果撞墙 就结束
        if (_gameBody.IsHitWall)
        {
            print("-------------------------------------------  冲刺撞墙 ");
            ReSetAll();
            return;
        }


        if (IsHasQSAC && !_isQiShiAcOver)
        {
            //print("进来没?????   " + QishiACName+"  shifouhanyouAC  "+);
            //起始动作做完
            if (_gameBody.GetDB().animation.lastAnimationName != QishiACName)
            {
                //_player.GetComponent<GameBody>().GetDB().animation.GotoAndPlayByFrame(QishiACName);
                //print("?????????????进来没??");
                _gameBody.GetAcMsg(QishiACName);
            }
            else
            {
                //print("------->> 1");
                if (_gameBody.GetDB().animation.isCompleted)
                {
                    _isQiShiAcOver = true;
                }
            }
            return;
        }



        //下压的力 放置 角色飞起来了
        //_gameBody.GetPlayerRigidbody2D().AddForce(new Vector2(0, -20));
        _gameBody.GetZongTuili(new Vector2(0, -20));

        if (runDirection == "right")
        {
            _gameBody.RunRight(3f);
        }
        else
        {
            _gameBody.RunLeft(-3f);
        }
        if (Mathf.Abs(this.transform.position.x - _positionX) >= Distances)
        {
            ReSetAll();
        }


        if (!IsShowTXAndHitKuai && _isStarting)
        {
            //print("  速度是多少: "+_gameBody.GetPlayerRigidbody2D().velocity.x);
            if (Mathf.Abs(_gameBody.GetPlayerRigidbody2D().velocity.x) < 3)
            {
                return;
            }
            IsShowTXAndHitKuai = true;
            //print("_gameBody.GetDB().animation.lastAnimationName   " + _gameBody.GetDB().animation.lastAnimationName);
            HitKuai.SetActive(true);
            //HitKuai.transform.position = this.transform.position;
            ShowTX();
        }
        if (HitKuai)
        {
            //hitkuai跟随 特效的位置  后面也可以加一个参照点 跟随参照点
            HitKuai.transform.position = Lizi.transform.position;
        }
    }
示例#8
0
    public bool IsGetHide()
    {
        //print("IsGetHide!!! ");
        if (!IsHideing)
        {
            return(false);
        }

        //这里按类型 分类 如果是 替身术 有烟幕的 另外写
        if (YinShenType == 2)
        {
            if (!IsStartYinShen)
            {
                IsStartYinShen = true;
                yinshenQianPos = this.transform.position;
                _gameBody.GetPlayerRigidbody2D().velocity = Vector2.zero;
                HideXuetiao();
                if (!IsCanBeHit)
                {
                    _roledate.isCanBeHit = false;
                }
                ShowYinShenTX();
                this.transform.position = new Vector2(this.transform.position.x, this.transform.position.y + 1000);
                print("--------------------------------------------------shun zou ");
            }

            YinShenJiShi += Time.deltaTime;
            if (YinShenJiShi >= YinShenTimes)
            {
                YinShenJiShi = 0;
                IsHideing    = false;
                return(true);
            }

            return(false);
        }



        //print("  hide ????  ");
        if (_db.animation.lastAnimationName == HideACName && _db.animation.isCompleted)
        {
            IsHideing = false;
            print("隐身 动作 完成-------------->   " + _db.animation.lastAnimationName);
            _db.animation.Stop();
            _roledate.isCanBeHit = false;
            //开始显示流程
            return(true);
        }

        if (_db.animation.lastAnimationName != HideACName)
        {
            //print("yinshenAC!");
            //_db.animation.GotoAndPlayByFrame(HideACName, 0, 1);
            _gameBody.GetAcMsg(HideACName);
            _gameBody.GetPlayerRigidbody2D().velocity = Vector2.zero;
            _gameBody.SetACPlayScale(YsSpeed);
            HideXuetiao();
            if (!IsCanBeHit)
            {
                _roledate.isCanBeHit = false;
            }
        }

        return(false);
    }