示例#1
0
    void OnTriggerEnter2D(Collider2D Coll)
    {
        gameBody     = Coll.GetComponent <GameBody>();
        roleDate     = Coll.GetComponent <RoleDate>();
        _rigidbody2D = Coll.GetComponent <Rigidbody2D>();

        var txObj = this.transform.parent;

        atkObj = txObj.GetComponent <JN_base>().atkObj;

        JN_Date jn_date = txObj.GetComponent <JN_Date>();

        if (roleDate != null && roleDate.team != jn_date.team)
        {
            //print("击中的2Dbox  "+Coll.GetComponent<BoxCollider2D>().transform.position);

            if (roleDate.isDie)
            {
                return;
            }
            if (!roleDate.isCanBeHit)
            {
                return;
            }
            //取到施展攻击角色的方向
            float _roleScaleX = -atkObj.transform.localScale.x;


            //这个已经不需要了
            //if (Coll.GetComponent<BeHit>()) Coll.GetComponent<BeHit>().GetBeHit(jn_date, _roleScaleX);
            GetBeHit(jn_date, _roleScaleX);
            //力作用  这个可以防止 推力重叠 导致任务飞出去
            Vector3 tempV3 = _rigidbody2D.velocity;
            _rigidbody2D.velocity = new Vector3(0, tempV3.y, tempV3.z);

            if (jn_date != null && gameBody != null)
            {
                //判断是否破防   D 代办事项
                if (jn_date.atkPower - roleDate.yingzhi > roleDate.yingzhi * 0.5)
                {
                    gameBody.HasBeHit();
                    //Coll.GetComponent<Rigidbody2D>().AddForce(new Vector2(400 * _roleScaleX, 0));
                    gameBody.GetZongTuili(new Vector2(400 * _roleScaleX, 0));
                }
                else if (jn_date.atkPower - roleDate.yingzhi > 0)
                {
                    gameBody.HasBeHit();
                    //Coll.GetComponent<Rigidbody2D>().AddForce(new Vector2(300 * _roleScaleX, 0));
                    gameBody.GetZongTuili(new Vector2(300 * _roleScaleX, 0));
                    if (atkObj && jn_date._type == "1")
                    {
                        atkObjV3Zero();
                        //atkObj.GetComponent<Rigidbody2D>().AddForce(new Vector2(-300 * _roleScaleX, 0));
                        atkObj.GetComponent <GameBody>().GetZongTuili(new Vector2(-300 * _roleScaleX, 0));
                    }
                }
                else
                {
                    if (atkObj && jn_date._type == "1")
                    {
                        atkObjV3Zero();
                        //atkObj.GetComponent<Rigidbody2D>().AddForce(new Vector2(-500 * _roleScaleX, 0));
                        atkObj.GetComponent <GameBody>().GetZongTuili(new Vector2(-500 * _roleScaleX, 0));
                    }
                }
            }


            //判断作用力与反作用力  硬直判断

            //
            //Coll.GetComponent<Rigidbody2D>().AddForce(new Vector2(0, 300));

            //如果是碰撞就消失 调用消失方法
            if (jn_date != null && jn_date._type == "3")
            {
                //if (gameObject) ObjectPools.GetInstance().DestoryObject2(gameObject);
                txObj.GetComponent <JN_base>().DisObj();
            }
        }
    }
示例#2
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#3
0
    // Update is called once per frame
    void Update()
    {
        if (_roleDate.isBeHiting || _roleDate.isDie)
        {
            _gameBody.GetZongTuili(new Vector2(0, 0));
        }


        if (_roleDate.isBeHiting || _roleDate.isDie || (_gameBody.IsGround && _gameBody.IsGetStand()))
        {
            //_gameBody.GetPlayerRigidbody2D().gravityScale = _recordGravity;
            _gameBody.isJumping = false;
            //print(" *******  技能终止!!!!! ");
            ReSetAll();
            IsStarting = false;
        }


        if (!IsStarting)
        {
            return;
        }

        if (GetComponent <AIBase>().IsTuihuiFangshouquing)
        {
            ReSetAll();
            return;
        }


        //撞墙判断
        if (_gameBody.IsShentiHitWall && !_roleDate.isDie)
        {
            //float vx = this.transform.localScale.x > 0 ? 0.2f : -0.2f;
            float vx = this.transform.localScale.x > 0 ? 400 : -400;
            print("  身体 前面撞墙了!!!!! " + vx);
            _gameBody.GetZongTuili(new Vector2(vx, 0));
            //GetZongTuili(Vector2.up * yForce);
            //_gameBody.GetPlayerRigidbody2D().velocity = new Vector2(vx, _gameBody.GetPlayerRigidbody2D().velocity.y);
            //print(_gameBody.GetPlayerRigidbody2D().velocity);
            //float __x = this.transform.position.x + vx;
            //print(vx+" ---  "+this.transform.position);
            //this.transform.position = new Vector2(__x, this.transform.position.y);
            //print(this.transform.position);
            //IsKaqiang = true;
            return;
        }

        //if(_gameBody.GetDB().animation.lastAnimationName == "jumpUp_1"&& _gameBody.GetPlayerRigidbody2D().velocity == Vector2.zero)
        //{
        //    if (IsKaqiang)
        //    {
        //        IsKaqiang = false;
        //        print("我靠 发什么神经!!!!!" + _gameBody.GetPlayerRigidbody2D().gravityScale);
        //        float vx = this.transform.localScale.x > 0 ? 100 : -100;
        //        _gameBody.GetZongTuili(new Vector2(vx, 100));
        //    }

        //}


        if (!_roleDate.isDie && IsJumpToPlayerPostion && IsStartXV && _gameBody.isInAiring && _gameObj)
        {
            //print("我进来没、、、、、、、、、、、、、、///////////////////////////////////-------------->");
            StartVX();
        }
    }