// This is called by an animation event when Ellen swings her staff. public void MeleeAttackStart(int throwing = 0) { //========================================================================================= Dictionary <string, object> myDic = new Dictionary <string, object>(); //Type myDic.Add("Type", "Attack"); //TimeStamp myDic.Add("TimeStamp", Time.time); //Transform myDic.Add("PositionX", transform.position.x); myDic.Add("PositionY", transform.position.y); myDic.Add("PositionZ", transform.position.z); //PlayerID myDic.Add("PlayerID", /*PlayerData.player_id*/ 0); PlayerEventTrack.EventList.Add(myDic); Debug.Log("Player Attack"); //========================================================================================= meleeWeapon.BeginAttack(throwing != 0); m_InAttack = true; }
// This is called by an animation event when Ellen swings her staff. public void MeleeAttackStart(int throwing = 0) { if (meleeWeapon == null) { return; } meleeWeapon.BeginAttack(throwing != 0); m_InAttack = true; }
public void AttackBegin() { if (_currentAttack == BasicAttack) { BasicWeapon.BeginAttack(false); } else if (_currentAttack == ClawAttack) { ClawWeapon1.BeginAttack(true); ClawWeapon2.BeginAttack(true); } }
public void StartAttack() { fistWeapon.BeginAttack(true); }
// This is called by an animation event when Ellen swings her staff. public void MeleeAttackStart(int throwing = 0) { meleeWeapon.BeginAttack(throwing != 0); m_InAttack = true; }
public void AttackBegin() { meleeWeapon.BeginAttack(false); }
public void StartAttack() //开始攻击 { fistWeapon.BeginAttack(true); //将近战攻击设置为开启状态 }