// 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;
        }
示例#2
0
 // 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;
 }
示例#3
0
 public void AttackBegin()
 {
     if (_currentAttack == BasicAttack)
     {
         BasicWeapon.BeginAttack(false);
     }
     else if (_currentAttack == ClawAttack)
     {
         ClawWeapon1.BeginAttack(true);
         ClawWeapon2.BeginAttack(true);
     }
 }
示例#4
0
 public void StartAttack()
 {
     fistWeapon.BeginAttack(true);
 }
示例#5
0
 // 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);
 }
示例#7
0
 public void StartAttack()         //开始攻击
 {
     fistWeapon.BeginAttack(true); //将近战攻击设置为开启状态
 }