using Adon.Game.BO; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace AdonGameKit { /// ///Bullet2601001_3子弹 /// public class Bullet2601001_3 : MonoBehaviour { /// /// 子弹步进速度 /// public float velocity = 300f; /// /// 生命周期 /// public float lifeTime = 5f; float timer = 0f; // 子弹生命周期计时 public BaseMonsterAdon m_BaseMonsterAdon; public void SetMonster(BaseMonsterAdon monster) { m_BaseMonsterAdon = monster; } void Awake() { } // Start is called before the first frame update void Start() { } void FixedUpdate() { //Vector3 step = transform.forward * Time.deltaTime * velocity;//子弹步进 //// 生命周期到了则销毁 //if (timer >= lifeTime) // OnProjectileDestroy(); //transform.position += step;//向前步进 //timer += Time.deltaTime; } /// /// 武器技能触发事件 /// /// void OnTriggerEnter(Collider collision) { if (collision.gameObject.layer == LayerMask.NameToLayer("Player"))//玩家层 { Debug.Log("碰撞敌人"); // //Debug.Log("OnTriggerEnter:" + collision.gameObject.name); BaseHero component = collision.gameObject.GetComponent(); //发送战斗信息,等待后台处理逻辑返回数据 //X2Battle.X2BattleManager.Instance.mBulletModel.OnCastSkill( // m_BaseMonsterAdon.mData.UID, m_BaseMonsterAdon.mData.GetSKillNormal(m_BaseMonsterAdon.m_SkillId, m_BaseMonsterAdon.m_CurAttackIdx), // false, X2Battle.EBulletCastPoint.ECAST_POINT_DEFLUAT, component.mData.UID, false); BulletMessage.catSkillFun(m_BaseMonsterAdon.mData.UID, m_BaseMonsterAdon.mData.GetSKillNormal(3, 1), false, (int)X2Battle.EBulletCastPoint.ECAST_POINT_DEFLUAT, component.mData.UID, false); } } } }