示例#1
0
        // Update is called once per frame
        void Update()
        {
            if (target != null)
            {
                transform.LookAt(transform.position);
                transform.position += transform.forward * speed * Time.deltaTime;
                if (Vector3.Distance(target.transform.position, transform.position) < 1.0F)
                {
                    Debug.Log("击中" + target.creatureName);
                    GameObject obj = Global.GetPrefab("FireBoltHit");
                    //Resources.Load("FireBoltHit") as GameObject;
                    if (obj != null)
                    {
                        GameObject hitEffect = Instantiate(obj, transform.position, transform.rotation) as GameObject;
                    }
                    BeDamageEvtArg arg = new BeDamageEvtArg();
                    arg.srcUnitID  = caster.GetInstanceID();
                    arg.descUnitID = target.GetInstanceID();
                    arg.value      = caster.intelligence * 10 + 100;
                    FireEvent(this, EventType.EVT_BE_DAMAGED, arg);


                    Destroy(gameObject);
                }
            }
            else
            {
                Destroy(gameObject);
            }
        }
示例#2
0
        public void OnBeDamaged(object sender, EventArgs arg)
        {
            BeDamageEvtArg e = arg as BeDamageEvtArg;

            if (GetInstanceID() != e.descUnitID)
            {
                return;
            }
            life -= e.value;
            GameObject obj        = EditorUtility.InstanceIDToObject(e.srcUnitID) as GameObject;
            string     attackName = "";

            if (obj)
            {
                attackName = obj.name;
            }
            //Debug.Log ("遭受到来自"+attackName+"的"+e.value+"点伤害");
            Global.Println("遭受到来自" + attackName + "的" + e.value + "点伤害");
            if (life <= 0)
            {
                UnitDieEvtArg ueArg = new UnitDieEvtArg();
                ueArg.deadUnitID = GetInstanceID();
                ueArg.murdererID = e.srcUnitID;
                ueArg.deadUnit   = this.gameObject.GetComponent <Actor> ();
                if (obj != null)
                {
                    ueArg.killerUnit = obj.gameObject.GetComponent <Actor> ();
                }
                FireEvent(this, EventType.EVT_UNIT_DIE, ueArg);
            }
        }
示例#3
0
        public void endAttack()
        {
            //Debug.LogWarning (creatureName + "攻击完成");
            BeDamageEvtArg arg = new BeDamageEvtArg();

            arg.srcUnitID = transform.GetInstanceID();
            if (targetUnit)
            {
                arg.srcUnitID  = GetInstanceID();
                arg.descUnitID = targetUnit.GetComponent <Actor>().GetInstanceID();
                arg.value      = baseAttackDamage * (1 + strength * 0.02F);
                FireEvent(this, EventType.EVT_BE_DAMAGED, arg);
            }
        }