// Use this for initialization void Start() { LCharacter chatacter = GetComponent <LCharacter>(); LCharacterSkillAction a = new LCharacterSkillAction(); SkillParams _params = new SkillParams(); _params.type = type; CDData[] cds = new CDData[1] { new CDData() }; cds[0].cd = cd; _params.cds = cds; if (cdName == null || cdName.Length == 0) { cdName = skillName; } chatacter.AddParam(cdName, _params); a.SkillId = skillName; a.priority = priority; a.button = button; a.skillState = 0; a.cdState = CdState.NORMAL; a.cdName = cdName; a.cdParam = _params; _params.button = button; chatacter.AddAction(a); }
private void OnEnable() { chatacter = GetComponent <LCharacter>(); chatacter.EnableAI(); SkillParams _params = new SkillParams(); CDData[] cds = new CDData[1] { new CDData() }; cds[0].cd = cd; _params.cds = cds; cdName = "cd_" + skillName; chatacter.AddParam(cdName, _params); a.SkillId = skillName; a.priority = priority; a.skillState = 0; a.cdState = CdState.NORMAL; a.cdName = cdName; chatacter.AddAction(a); }
// Use this for initialization void Start() { if (skills.Length == 0) { return; } LCharacter chatacter = GetComponent <LCharacter>(); SkillParams _params = new SkillParams(); _params.cds = skills; _params.type = type; chatacter.AddParam(cdName, _params); for (int i = 0; i < skills.Length; i++) { LCharacterSkillAction a = new LCharacterSkillAction(); a.SkillId = skills[i].skillId; a.priority = priority; a.button = button; a.cdState = state; a.cdName = cdName; a.skillState = i; a.cdParam = _params; _params.button = button; chatacter.AddAction(a); } }
void Start() { LCharacter chatacter = GetComponent <LCharacter>(); var a = new LCharactorIdleAction(); a.animName = animName; a.priority = priority; chatacter.AddAction(a); }
private void OnEnable() { chatacter = GetComponent <LCharacter>(); a = new LCharacterTransfer(); a.priority = priority; a.jumpSpeed = speed; a.jumpHeight = height; a.animName = animName; chatacter.AddAction(a); }
void Start() { LCharacter chatacter = GetComponent <LCharacter>(); var a = new LCharacterWalkAction(); a.priority = priority; a.speed = speed; a.animName = animName; chatacter.AddAction(a); }
void Start() { LCharacter chatacter = GetComponent <LCharacter>(); var a = new LCharactorFallAction(); a.priority = priority; a.animName = animName; a.fallSpeed = fallSpeed; chatacter.AddAction(a); }
private void OnEnable() { chatacter = GetComponent <LCharacter>(); chatacter.EnableAI(); a = new LCharacterHunt(); a.priority = priority; a.animName = animName; a.speed = speed; a.mixDistance = mixDistance; chatacter.AddAction(a); }
private void OnEnable() { chatacter = GetComponent <LCharacter>(); a = new LCharacterJumpAction(); a.priority = priority; a.button = button; a.jumpSpeed = jumpSpeed; a.jumpHeight = jumpHeight; a.JumpTime = JumpTime; a.animName = animName; a.maxJumpCount = maxJumpCount; chatacter.AddAction(a); }
private void OnEnable() { chatacter = GetComponent <LCharacter>(); a = new LCharacterDieAction(); a.priority = priority; a.jumpSpeed = jumpSpeed; a.jumpHeight = jumpHeight; a.JumpTime = JumpTime; a.animName = animName; a.destroyTime = destroyTime; chatacter.AddAction(a); }
// Use this for initialization void Start() { LCharacter chatacter = GetComponent <LCharacter>(); { LCharacterHit a = new LCharacterHit(); a.priority = priority; a.animName = animHit; chatacter.AddAction(a); } { LCharacterHitBack a = new LCharacterHitBack(); a.priority = priority; a.animName = animHit; chatacter.AddAction(a); } if (isHitFly) { { LCharacterHitFly a = new LCharacterHitFly(); a.priority = priority; a.animNameFly = animHitFly; a.animHitFlyDown = animHitFlyDown; chatacter.AddAction(a); } { LCharacterHitDown a = new LCharacterHitDown(); a.priority = priority; a.animNameFly = animHitFly; a.animHitFlyDown = animHitFlyDown; chatacter.AddAction(a); } } }
public static void Create(string roleId) { EditorApplication.isPlaying = true; GameObject root = GameObject.Find("test scene"); if (null != root) { GameObject.DestroyImmediate(root); } root = new GameObject(); root.name = "test scene"; GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.name = "ground"; cube.isStatic = true; cube.transform.localScale = new Vector3(10f, 1f, 10f); cube.transform.parent = root.transform; cube.transform.localPosition = new Vector3(0, -1, 0); cube.layer = 8; GlobalCamp _GlobalCamp = root.AddComponent <GlobalCamp>(); _GlobalCamp.ground = 1 << cube.layer; LCHRoleData data = SkillEditorData.Instance.skillsData.GetRole(roleId); #if UNITY_EDITOR GameObject role = GameObject.Instantiate(AssetDatabase.LoadAssetAtPath <GameObject>(data.mod)); role.name = "Player"; role.transform.parent = root.transform; role.transform.localPosition = Vector3.zero; LCharacter c = role.AddComponent <LCharacter>(); c.camp = 0; c.animCtrl = role.GetComponent <Animation>(); SimpleVirtualInput vi = role.AddComponent <SimpleVirtualInput>(); ActionIdle idle = role.AddComponent <ActionIdle>(); ActionWalk walk = role.AddComponent <ActionWalk>(); ActionFall fail = role.AddComponent <ActionFall>(); { int cc = c.animCtrl.GetClipCount(); foreach (AnimationState states in c.animCtrl) { string name = states.name; if (name.IndexOf("idle", System.StringComparison.OrdinalIgnoreCase) >= 0) { idle.animName = name; } if (name.IndexOf("walk", System.StringComparison.OrdinalIgnoreCase) >= 0) { walk.animName = name; } if (name.IndexOf("run", System.StringComparison.OrdinalIgnoreCase) >= 0) { walk.animName = name; } if (name.IndexOf("down", System.StringComparison.OrdinalIgnoreCase) >= 0) { fail.animName = name; } if (name.IndexOf("fail", System.StringComparison.OrdinalIgnoreCase) >= 0) { fail.animName = name; } if (name.IndexOf("walk", System.StringComparison.OrdinalIgnoreCase) >= 0) { walk.animName = name; } } } #endif //GameObject role = }