/*void run(Vector3 vec3) * { * //決定了移動的方向 但也會影響到移動速度(必須解決) * model.transform.Translate(i_Direntionx, 0, i_Direntionz); * //用畢氏定理算移動距離 * f_Distance=Mathf.Pow(Mathf.Pow(Mathf.Abs(model.transform.position.x - vec3.x),2)+Mathf.Pow(Mathf.Abs(model.transform.position.y - vec3.y),2),0.5f); * * //不讓他跑出去特定範圍的if條件 * if (f_Distance >= i_Mile || model.transform.position.x > 10 || model.transform.position.x < -10 || model.transform.position.z > 10 || model.transform.position.z < -10) * //用下面這個會亂跑喔 * //if (f_Distance >= i_Mile ) * { * //有關test的可以先不要理會 我是在測試一些其它辦法 * test = model.transform.localPosition; * i_RandomStatus = Random.Range(0, 4); * i_Mile = Random.Range(3, 5); * do * { * i_Direntionx = Random.Range(-0.1f, 0.1f); * i_Direntionz = Random.Range(-0.1f, 0.1f); * //BroadcastMessage("" + i_Direntionx + "," + i_Direntionx); * } while (i_Direntionx < -0.05f || i_Direntionx > 0.05f || i_Direntionz < -0.05f || i_Direntionz > 0.05f);//限定他的速度範圍 希望能讓其中一項= 0.1或-0.1 但有點問題 * if ( model.transform.position.x > 10 ){ * i_Direntionx = -0.1f; * } * if(model.transform.position.x < -10){ * i_Direntionx = 0.1f; * } * if(model.transform.position.z > 10){ * i_Direntionz = -0.1f; * } * if(model.transform.position.z < -10){ * i_Direntionz = 0.1f; * } * } * }*/ public void Hitmob(int _minus) { mobHP -= _minus; ValueShowOut.Born(gameObject, _minus); setMobText(); }
public void Hitplayer(int attack) { hp -= attack; ValueShowOut.Born(gameObject, attack); }