示例#1
0
        double unbeatable_time = 0; //处于无敌时间的计时器(大于0时处于无敌)

        #endregion Fields

        #region Constructors

        //xxx连击判定
        public Player()
        {
            SlowMoveEffect = new NormalSlowEffect(Stage1State._textureManager, Position);
            particle_collider = new ParticleColiiders.HitOut_ParticleCollider(Position);
        }
示例#2
0
        bool allowAttackRush = true;                                 //是否允许技能进攻(能量值不足时,不到冷却时间结束不允许再次技能)
        //xxx连击判定

        public Player()
        {
            SlowMoveEffect    = new NormalSlowEffect(Stage1State._textureManager, Position);
            particle_collider = new ParticleColiiders.HitOut_ParticleCollider(Position);
        }