// Update is called once per frame void Update() { //Physics2D.OverlapPoint (transform.position); if (FindTime < Time.time) { FindTime = Time.time + FineTimeLength; if (aMobManager.MobExit && target) { Collider c = target.GetComponent <Collider> (); bool isHit = c.bounds.Contains(transform.position); //Moving=isHit; if (isHit) { if (c.gameObject.CompareTag("mob")) //這是攻擊的時候 { mc = c.GetComponent <mobcontroller>(); timer -= Time.deltaTime; mc.atkTimer -= Time.deltaTime; //mc.TriggerStay(GetComponent<Collider>()); if (timer <= 0) { mc.Hitmob(hurt); timer = atkspeed; } if (mc.atkTimer <= 0) { Hitplayer(mc.hurt); mc.atkTimer = 3; } } } } } if (!target) { ChooseNearestMob(); } if (aMobManager.MobExit && target) { followmob(); } else { targeted = false; } if (targeted == true) { far_atk(); } if (hp <= 0) { OnDisable(); } }
// Update is called once per frame void Update() { //Physics2D.OverlapPoint (transform.position); if (FindTime < Time.time) { FindTime = Time.time + FineTimeLength; if (aMobManager.MobExit && target) { Collider c= target.GetComponent<Collider> (); bool isHit= c.bounds.Contains (transform.position); //Moving=isHit; if (isHit) { if (c.gameObject.CompareTag("mob")) //這是攻擊的時候 { mc= c.GetComponent<mobcontroller>(); timer -= Time.deltaTime; mc.atkTimer -= Time.deltaTime; //mc.TriggerStay(GetComponent<Collider>()); if (timer <= 0) { mc.Hitmob(hurt); timer = atkspeed; } if(mc.atkTimer <= 0){ Hitplayer(mc.hurt); mc.atkTimer = 3; } } } } } if(!target){ ChooseNearestMob(); } if (aMobManager.MobExit && target) { followmob (); } else { targeted = false; } if (targeted == true) far_atk(); if (hp <= 0) { OnDisable(); } }