public override void stateAttackEnd() { if (selPro == null) { roleProperty selPro = this.transform.GetComponent <roleProperty>(); } if (enemyObj != null) { roleProperty enemyPro = enemyObj.transform.GetComponent <roleProperty>(); int Hp = RoleDamageCal.instance.DamageCal(selPro, enemyPro); enemyPro.SubHpValue(Hp); //UI扣血显示 if (enemyPro.hp <= 0) //敌人死亡 { baseAI enemyAI = enemyObj.transform.GetComponent <baseAI>(); enemyAI.stateDieStart(); //this.enemyObj = null; getNowNewEnemyFromLst(); //死亡,挑选新的敌人 } if (enemyObj != null) { lookAtEnemy(this.gameObject, enemyObj); } } stateStandEnd(); }
//攻击->攻击(触发制,动作完成判断):双方相互攻击 //攻击->待机(触发制,动作完成判断) public override void stateAttackEnd() { if (selPro == null) { roleProperty selPro = this.transform.GetComponent <roleProperty>(); } if (enemyObj != null) { roleProperty enemyPro = enemyObj.transform.GetComponent <roleProperty>(); int Hp = RoleDamageCal.instance.DamageCal(selPro, enemyPro); enemyPro.SubHpValue(Hp); //UI扣血显示 if (enemyPro.hp <= 0) //死亡 { baseAI enemyAI = enemyObj.transform.GetComponent <baseAI>(); enemyAI.stateDieStart(); //处理 对方死亡动画及结算 this.enemyObj = null; } // getNowNewEnemyFromLst(); if (enemyObj != null) { lookAtEnemy(this.gameObject, enemyObj); } } startSkillCD(); /* * IbaseANI tmpAni = this.transform.GetComponent<monsterAniControl>(); * * bool isAttack = tmpAni.attackStateEnd(); //伤害计算及UI显示,以及是否死亡的结算 * * if (isAttack) * { * tmpAni.PlayState(roleState.attack); * } * else * { * tmpAni.PlayState(roleState.stand); * }*/ }