攻击
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@ -37,7 +37,7 @@ public class Attack : MonoBehaviour
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[Header("矩形攻击碰撞体")] public BoxCollider2D attackColliderBox;
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[Header("攻击范围图片")] public SpriteRenderer attackRangeSprite;
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[Header("攻击持续时间")] public float AttackStayTime;//
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[Header("攻击目标")] public GameObject Target;
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public bool isAttack = true;
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public bool flag = false;
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[HideInInspector] public float timer = 0;
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@ -135,6 +135,7 @@ public class Attack : MonoBehaviour
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foreach (Collider2D collider in colliders)
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{
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Role targetRole = collider.GetComponent<Role>();
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if (targetRole && targetRole.camp != role.camp)
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{
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role.animationHighlight = 1;
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@ -143,6 +144,7 @@ public class Attack : MonoBehaviour
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if (bulletPrefab.GetComponent<Bullet>().myBulletType != BulletType.Spraying)
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{
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direction = (targetRole.transform.position - BulletStartPos.position).normalized;
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Target = targetRole.gameObject;
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animator.SetTrigger("Attack");
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}
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else if (bulletPrefab.GetComponent<Bullet>().myBulletType == BulletType.Spraying)
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@ -231,6 +233,7 @@ public class Attack : MonoBehaviour
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BulletGamobj.GetComponent<Bullet>().role = role;
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BulletGamobj.GetComponent<Bullet>().attackObj = this;
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BulletGamobj.GetComponent<Bullet>().bulletData.BulletSpeed *= (1 + roleBulletSpeedAdd);
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BulletGamobj.GetComponent<Bullet>().Target = Target;
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BulletGamobj.transform.up = direction;
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BulletGamobj.transform.position = BulletStartPos.position;
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bulltes.Add(BulletGamobj);
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@ -87,6 +87,7 @@ public class Bullet : MonoBehaviour
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[Header("子弹特效预制体")] public List<GameObject> effectPres=new List<GameObject>();
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private float timer = 0;
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[Header("子弹攻击数量")] public int NumberOfBulletAttacks = 1;
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[Header("¹¥»÷Ä¿±ê")] public GameObject Target;
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private void Update()
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{
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switch (this.bulletMoveType)
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@ -94,8 +95,18 @@ public class Bullet : MonoBehaviour
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//更具子弹的移动方式来移动
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case BulletMoveType.PeerToPeer:
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if (IsMove)
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{
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if (Target != null&&Target.activeSelf==true)
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{
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this.gameObject.transform.position = Vector3.MoveTowards(this.gameObject.transform.position, Target.transform.position, Time.deltaTime * bulletData.BulletSpeed);
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}
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else
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{
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this.gameObject.transform.Translate(Vector3.up * Time.deltaTime * bulletData.BulletSpeed);
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}
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timer += Time.deltaTime;
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if (timer > BulletDeadTimer)
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{
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@ -314,7 +314,7 @@ public class Role : Fun
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{
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animationHighlight = dieIndex;
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Navigation.PauseAnimation();
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mycollider.enabled = false;
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//mycollider.enabled = false;
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Debug.Log("die");
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}
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@ -539,7 +539,7 @@ public class Role : Fun
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if (GetComponent<enemy>())
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{
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GetComponent<enemy>().HarmNumber = Mathf.Round(hurt);
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GetComponent<enemy>().HarmNumber += Mathf.Round(hurt);
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}
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return Mathf.Round(hurt);
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}
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