示例#1
0
 public override void Initialize()
 {
     base.Initialize();
     hitEffectPath     = @"Particles\Boom_Splash"; // Player的攻击频率过快,且敌人可能有多个,所以缓冲池会产生多个
     defendEffectPath  = @"Particles\Boom_White";
     parriedEffectPath = @"Particles\Boom_Orange";
     katanaAnimEvent   = PlayerMedi.PlayerMono as KatanaAnimEvent;
 }
示例#2
0
 public override void Initialize()
 {
     base.Initialize();
     hitEffectPath     = @"Particles\Boom_Splash"; // Player的攻击频率过快,且敌人可能有多个,所以缓冲池会产生多个
     defendEffectPath  = @"Particles\Boom_White";
     parriedEffectPath = @"Particles\Boom_Orange";
     katanaAnimEvent   = PlayerMedi.PlayerMono as KatanaAnimEvent;
     trigger           = GetComponent <Collider>();
     Rgbd = GetComponent <Rigidbody>();
 }
示例#3
0
 /// <summary>
 /// 创建时的初始化
 /// </summary>
 /// <param name="gameObject"></param>
 public PlayerYuka(GameObject gameObject) : base(gameObject)
 {
     katanaAnimEvent = PlayerMedi.PlayerMono as KatanaAnimEvent;
     skillAfterImage = new SkillAfterImage(1, GameObjectInScene);
     if (katanaAnimEvent) // 引用传递
     {
         katanaAnimEvent.AfterImage = skillAfterImage;
     }
     // 以下是其他属性
     m_CanMove     = true;
     CanRotate     = true;
     recoveryTime  = 0.05f;
     recoveryTimer = recoveryTime;
 }