示例#1
0
    IEnumerator WaitClearList(RangeColliderAttack RCA)
    {
        yield return(new WaitForSeconds(2));

        RCA.ClearList();
        RCA.gameObject.SetActive(false);
    }
示例#2
0
    IEnumerator SpurtMove(float distance, RangeColliderAttack RCA, int force, float waitTime)
    {
        yield return(new WaitForSeconds(waitTime));

        Vector3 parentPos = parentTrans.position;
        float   movement  = parentPos.z;
        float   goal      = movement - distance;
        float   speed     = 1.5f;
        float   rate      = 1.4f;
        Vector3 dir       = parentTrans.forward;

        IgnoreCollision(true);

        while (movement > goal)
        {
            movement = movement - rate;

            if (movement <= goal)
            {
                RangeSpurtAttack(RCA, force);
                StopCoroutine("SpurtMove");
            }

            CC.Move(dir * speed);

            yield return(null);
        }
        RCA.ClearList();
    }
示例#3
0
    public void RangeSkillInput(TP_Animator.Skilltype skillType, RangeColliderAttack RCA, int force, TP_Animator.HitWays hitWay)
    {
        if (skillType == TP_Animator.Skilltype.Attack || skillType == TP_Animator.Skilltype.Darkman_Freeze || skillType == TP_Animator.Skilltype.Mars_Stun || skillType == TP_Animator.Skilltype.Persia_Curse)
        {
            List <Transform> skillAttackList = RCA.attackList;
            tempList.Clear();
            foreach (Transform enemy in skillAttackList)
            {
                if (enemy != null)
                {
                    tempList.Add(enemy);
                }
            }

            foreach (Transform enemy in tempList)
            {
                Debug.Log("enemy: " + enemy.name);
                PhotonView enemyPV = enemy.GetComponent <PhotonView>();
                if (enemyPV != null)
                {
                    int     enemyID   = enemyPV.viewID;
                    TP_Info enemyInfo = enemy.GetComponent <TP_Info>();
                    switch (skillType)
                    {
                    case TP_Animator.Skilltype.Attack:
                        RangeAttack(enemyInfo, enemyID, force, hitWay);
                        break;

                    case TP_Animator.Skilltype.Darkman_Freeze:
                        RangeFreeze(enemyID, force);
                        break;

                    case TP_Animator.Skilltype.Mars_Stun:
                        RangeDizzyFire(enemyID, force);
                        break;

                    case TP_Animator.Skilltype.Persia_Curse:
                        RangePersiaDecreaseDefense(enemyID, force);
                        break;

                        /*case TP_Animator.Skilltype.DecreseDefense:
                         *      break;*/
                    }
                }
            }
        }
        else if (skillType == TP_Animator.Skilltype.Darkman_Spurt)
        {
            if (IsAIButNotMasterClients())
            {
                return;
            }
            StartCoroutine(SpurtMove(10, RCA, force, 0.4f));
        }
        else if (skillType == TP_Animator.Skilltype.Steropi_RollingStrike)
        {
            if (IsAIButNotMasterClients())
            {
                return;
            }
            StartCoroutine(SpurtMove(15, RCA, force, 0.4f));
        }
        else if (skillType == TP_Animator.Skilltype.Mars_Assault)
        {
            if (IsAIButNotMasterClients())
            {
                return;
            }
            StartCoroutine(SpurtMove(10, RCA, force, 0.4f));
        }
        else if (skillType == TP_Animator.Skilltype.Darkman_AddDefense || skillType == TP_Animator.Skilltype.Hyperion_AddDefense)
        {
            RoleAddDefense(force, playerInfo.Role);
        }
        else if (skillType == TP_Animator.Skilltype.Hyperion_Unbeatable)
        {
            HyperionUnbeatable(force);
        }
        else if (skillType == TP_Animator.Skilltype.Mars_AddAttack || skillType == TP_Animator.Skilltype.Steropi_AddAttack)
        {
            RoleAddAttack(force, playerInfo.Role);
        }
        else if (skillType == TP_Animator.Skilltype.AddHealth || skillType == TP_Animator.Skilltype.Theia_AddDefense)
        {
            List <Transform> skillHelpList = RCA.TeammateList;
            tempList.Clear();
            foreach (Transform teammate in skillHelpList)
            {
                if (teammate != null)
                {
                    tempList.Add(teammate);
                }
            }
            foreach (Transform teammate in tempList)
            {
                Debug.Log("teammate: " + teammate.name);
                int     teammatePlayerID = teammate.GetComponent <PhotonView>().viewID;
                TP_Info teammateInfo     = teammate.GetComponent <TP_Info>();
                switch (skillType)
                {
                case TP_Animator.Skilltype.AddHealth:
                    RangeAddHealth(teammatePlayerID, force);
                    break;

                case TP_Animator.Skilltype.Theia_AddDefense:
                    RangeTheiaAddDefense(teammatePlayerID, force);
                    break;
                }
            }
        }
        if (skillType != TP_Animator.Skilltype.Darkman_Spurt && skillType != TP_Animator.Skilltype.Steropi_RollingStrike && skillType != TP_Animator.Skilltype.Mars_Assault)
        {
            RCA.ClearList();
            RCA.gameObject.SetActive(false);
        }
        else
        {
            StartCoroutine(WaitClearList(RCA));
        }
    }