示例#1
0
        public override void MUpdate()
        {
            float dtTime = BaseScene.GetDtTime();

            if (dtTime > 0 && !m_InBreakState)
            {
                m_LockTools.Update();
                RotateGun();
                if (m_ReachPlace)
                {
                    m_CurTime += dtTime;
                    if (m_CurTime > m_CheckStateDtTime)
                    {
                        m_CurTime = 0;
                        m_Pet.PlayAnim(GameConstVal.Idle);
                    }
                }
                else
                {
                    m_CurTime += dtTime;
                    if (m_CurTime > m_CheckStateDtTime)
                    {
                        m_CurTime = 0;
                        m_Pet.PlayAnim(GameConstVal.Run);
                    }
                }
            }
            else
            {
                m_Pet.SetSpeed(Vector2.zero);
            }
        }
示例#2
0
        public override void MUpdate()
        {
            float dtTime = BaseScene.GetDtTime();

            m_CurTime += dtTime;
            if (dtTime > 0 && !m_InBreakState)
            {
                if (!m_EndSkill && m_LockMonster != null && !m_LockMonster.InDeath)
                {
                    m_LockTools.Update();
                }
                if (!m_InBreakState)
                {
                    if (m_LockMonster != null && m_LockMonster.InDeath)
                    {
                        m_EndSkill = true;
                        EndEffect();
                    }
                    if (m_LockMonster != null && !m_LockMonster.InDeath && !m_EndSkill && !m_ForceEndSkill)
                    {
                        if (m_AtkTimes > 0 && m_CurTime > m_DtTime)
                        {
                            SetEffectState(true, false);
                            m_CurTime = m_CurTime - m_DtTime;
                            m_AtkTimes--;
                            InstanceBullet();
                        }
                        else if (m_AtkTimes == 0 && m_CurTime > m_AnimTime)
                        {
                            m_AtkTimes = AtkTimes;
                            m_Pet.PlayAnim(GameConstVal.Run);
                            m_Controller.EndSecondSkill();
                            m_Controller.TriggerFirstSkill();
                        }
                    }
                    else if (m_CurTime > m_AnimTime) // 必须等待动作执行完毕
                    {
                        m_Pet.PlayAnim(GameConstVal.Idle);
                        m_Controller.EndSkill();
                    }
                }
                else
                {
                    m_Pet.SetSpeed(Vector2.zero);
                }
            }
            else
            {
                m_Pet.SetSpeed(Vector2.zero);
            }
        }
示例#3
0
        public override void MUpdate()
        {
            float dtTime = BaseScene.GetDtTime();

            m_CurTime += dtTime;
            if (dtTime > 0 && !m_InBreakState)
            {
                if (!m_EndSkill)
                {
                    m_LockTools.Update();
                }
                if (!m_InBreakState)
                {
                    if (m_LockMonster != null && m_LockMonster.InDeath)
                    {
                        m_EndSkill = true;
                    }
                    if (m_LockMonster != null && !m_LockMonster.InDeath && !m_EndSkill && !m_ForceEndSkill)
                    {
                        if (m_AtkTimes > 0 && m_CurTime > m_DtTime)
                        {
                            m_Pet.PlayAnim(GameConstVal.Skill01);
                            m_CurTime = m_CurTime - m_DtTime;
                            m_AtkTimes--;
                            m_Bullet.addDamage(m_Damage, RealDamageTime, m_LockMonsterTsf);
                        }
                        else if (m_AtkTimes == 0 && m_CurTime > m_AnimTime)
                        {
                            m_AtkTimes = AtkTimes;
                            m_Pet.PlayAnim(GameConstVal.Run);
                            m_Controller.EndFirstSkill();
                            m_Controller.TriggerSecondSkill();
                        }
                    }
                    else if (m_CurTime > m_AnimTime) // 必须等待动作执行完毕
                    {
                        m_Pet.PlayAnim(GameConstVal.Idle);
                        m_Controller.EndSkill();
                    }
                }
                else
                {
                    m_Pet.SetSpeed(Vector2.zero);
                }
            }
            else
            {
                m_Pet.SetSpeed(Vector2.zero);
            }
        }
示例#4
0
        public override void MUpdate()
        {
            float dtTime = BaseScene.GetDtTime();

            if (dtTime > 0 && !m_InBreakState)
            {
                m_LockTools.Update();
                if (m_InBreakState)
                {
                    //m_Pet.SetSpeed(Vector2.zero);
                }
            }
            else
            {
                m_Pet.SetSpeed(Vector2.zero);
            }
        }
示例#5
0
        public override void MUpdate()
        {
            float dtTime = BaseScene.GetDtTime();

            m_CurTime += dtTime;
            if (dtTime > 0 && !m_InBreakState)
            {
                if (!m_EndSkill)
                {
                    m_LockTools.Update();
                }
                if (!m_InBreakState)
                {
                    if (m_LockMonster != null && m_LockMonster.InDeath)
                    {
                        m_EndSkill = true;
                    }
                    if (m_LockMonster != null && !m_LockMonster.InDeath && !m_EndSkill)
                    {
                        if (m_AtkTimes > 0 && m_CurTime > m_DtTime)
                        {
                            m_Pet.PlayAnimAbs(GameConstVal.Skill01);
                            Global.gApp.gAudioSource.PlayOneShot(AtkClip);
                            m_CurTime = m_CurTime - m_DtTime;
                            if (m_ForceEndSkill)
                            {
                                m_AtkTimes      = 0;
                                m_ForceEndSkill = false;
                            }
                            else
                            {
                                m_AtkTimes--;
                            }
                            InstalceBullet();
                        }
                        else if (m_AtkTimes == 0 && m_CurTime > m_AnimTime)
                        {
                            m_AtkTimes = AtkTimes;
                            m_Pet.PlayAnim(GameConstVal.Run);
                            m_Controller.EndFirstSkill();
                            m_Controller.TriggerSecondSkill();
                        }
                    }
                    else if (m_CurTime > m_AnimTime) // 必须等待动作执行完毕
                    {
                        if (m_AtkTimes == 0)
                        {
                            m_AtkTimes = AtkTimes;
                            m_Controller.EndFirstSkill();
                        }
                        else
                        {
                            m_Controller.EndSkill();
                        }
                        m_Pet.PlayAnim(GameConstVal.Idle);
                    }
                }
                else
                {
                    m_Pet.SetSpeed(Vector2.zero);
                }
            }
            else
            {
                m_Pet.SetSpeed(Vector2.zero);
            }
        }
示例#6
0
        public override void MUpdate()
        {
            float dtTime = BaseScene.GetDtTime();

            m_CurTime += dtTime;
            if (dtTime > 0 && !m_InBreakState)
            {
                if (!m_EndSkill)
                {
                    m_LockTools.Update();
                }
                if (!m_InBreakState)
                {
                    ExecuteStep(dtTime);
                    if (m_LockMonster != null && m_LockMonster.InDeath)
                    {
                        m_EndSkill = true;
                    }
                    if (m_LockMonster != null && !m_LockMonster.InDeath && !m_EndSkill)
                    {
                        // 技能执行中
                        if (m_AtkTimes > 0 && m_CurTime > m_DtTime)
                        {
                            m_Pet.PlayAnim(GameConstVal.Skill02);
                            m_CurTime      = m_CurTime - m_DtTime;
                            m_CurSkillStep = ManiacSkillStep.Step1;
                            m_SkillTime    = 0;
                            m_AtkTimes--;
                            m_LockPos  = m_LockMonster.transform.position;
                            m_StartPos = m_Pet.transform.position;
                        }
                        else if (m_AtkTimes == 0 && m_CurTime > m_AnimTime)
                        {
                            m_AtkTimes = AtkTimes;
                            m_Pet.PlayAnim(GameConstVal.Run);
                            m_Controller.EndSecondSkill();
                            m_Controller.TriggerFirstSkill();
                        }
                    }
                    else if (m_CurTime > m_AnimTime) // 必须等待动作执行完毕
                    {
                        if (m_AtkTimes == 0)
                        {
                            m_AtkTimes = AtkTimes;
                            m_Controller.EndSecondSkill();
                        }
                        else
                        {
                            m_Controller.EndSkill();
                        }
                        m_Pet.PlayAnim(GameConstVal.Idle);
                    }
                }
                else
                {
                    m_Pet.SetSpeed(Vector2.zero);
                }
            }
            else
            {
                m_Pet.SetSpeed(Vector2.zero);
            }
        }