示例#1
0
文件: BeHit.cs 项目: HuaniuW/myScript
    public void GetBeHit(JN_Date jn_date, float sx)
    {
        //print("被击中 !! "+this.transform.name+"   攻击力 "+ jn_date.atkPower+"  我的防御力 "+this.GetComponent<RoleDate>().def);


        gameBody = GetComponent <GameBody>();

        roleDate = GetComponent <RoleDate>();
        if (roleDate.isDie)
        {
            return;
        }

        float addxue = jn_date.atkPower - this.GetComponent <RoleDate>().def;

        addxue         = addxue > 0 ? addxue : 1;
        roleDate.live -= addxue;
        if (roleDate.live < 0)
        {
            roleDate.live = 0;
        }
        //print("live "+ roleDate.live);
        if (!roleDate.isCanBeHit)
        {
            return;
        }

        if (gameBody != null)
        {
            //判断是否破防   D 代办事项
            if (jn_date.atkPower - roleDate.yingzhi > 0)
            {
            }
            gameBody.HasBeHit();
        }



        //判断是否在躲避阶段  无法被攻击
        //判断击中特效播放位置
        //击退 判断方向
        float _psScaleX = sx;

        //判断是否在空中
        //挨打动作  判断是否破硬直
        //判断是否生命被打空
        Bloods(_psScaleX);
    }
示例#2
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#3
0
    void OnTriggerEnter2D(Collider2D Coll)
    {
        gameBody     = Coll.GetComponent <GameBody>();
        roleDate     = Coll.GetComponent <RoleDate>();
        _rigidbody2D = Coll.GetComponent <Rigidbody2D>();

        //atkObj = txObj.GetComponent<JN_base>().atkObj;
        //print(atkObj.name);

        print(" ---coll name " + Coll.name + "    roledate " + roleDate);

        if (roleDate && !IsCanHitBoss && roleDate.enemyType == "boss")
        {
            return;
        }

        JN_Date jn_date = 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;


            if (IsCanBeDodge)
            {
                //print("roleDate  " + roleDate);
                //print(" isCanbeihit  " + roleDate.isCanBeHit);
                if (!roleDate.isCanBeHit)
                {
                    return;
                }
            }

            //这个已经不需要了
            //if (Coll.GetComponent<BeHit>()) Coll.GetComponent<BeHit>().GetBeHit(jn_date, _roleScaleX);


            //print("   这里是否进来  " + Coll.transform.position.x + "  -------    " + this.transform.parent.transform.transform);
            if (this.transform.parent)
            {
                atkScaleX = Coll.transform.position.x < this.transform.parent.transform.position.x ? -1 : 1;
            }
            GetBeHit(jn_date, atkScaleX);
            //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)
            {
                gameBody.HasBeHit();

                if (this.transform.parent == null)
                {
                    return;
                }
                if (Coll.transform.position.x > this.transform.parent.transform.position.x)
                {
                    //Coll.GetComponent<Rigidbody2D>().AddForce(new Vector2(400 , 0));
                    Coll.GetComponent <GameBody>().GetZongTuili(new Vector2(400, 0));
                }
                else
                {
                    //Coll.GetComponent<Rigidbody2D>().AddForce(new Vector2(-400 , 0));
                    Coll.GetComponent <GameBody>().GetZongTuili(new Vector2(-400, 0));
                }
            }


            //毒伤害
            if (jn_date.DuChixuShanghai != 0)
            {
                //print(beHitObj.name + "  --beihitteam  " + BeHitRoleDate.team + "  jnteam  " + jn_date.team + "   atkObjname " + atkObj.name);
                if (gameBody != null && roleDate.team != jn_date.team)
                {
                    gameBody.GetComponent <ChiXuShangHai>().InDu(jn_date.DuChixuShanghai, jn_date.DuChixuShanghaiTime);
                }
            }

            if (jn_date.HuoChixuShanghai != 0)
            {
                if (gameBody != null && roleDate.team != jn_date.team)
                {
                    gameBody.GetComponent <ChiXuShangHai>().InHuo(jn_date.HuoChixuShanghai, jn_date.HuoChixuShanghaiTime);
                }
            }
        }
    }