FBXEventMonster.cs 3.1 KB

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  1. using Chronos;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. namespace AdonGameKit
  6. {
  7. /// <summary>
  8. /// anim事件接收类
  9. /// </summary>
  10. public class FBXEventMonster : MonoBehaviour
  11. {
  12. GameObject m_Owner;
  13. ///// <summary>
  14. ///// 时间器刚体
  15. ///// </summary>
  16. //private RigidbodyTimeline3D m_Rigidbody
  17. //{
  18. // get { return m_Owner.time.rigidbody; }
  19. //}
  20. /// <summary>
  21. /// 设置玩家控制类
  22. /// </summary>
  23. /// <param name="owner"></param>
  24. public void SetOwner(GameObject owner)
  25. {
  26. m_Owner = owner;
  27. }
  28. #region ============================================ Animation Event ============================================
  29. /// <summary>
  30. /// 攻击移动开始
  31. /// </summary>
  32. public void OnAttackMoveStart(float num)
  33. {
  34. m_Owner.SendMessage("OnAttackMoveStart",num);
  35. }
  36. public void OnAttackMoveEnd()
  37. {
  38. m_Owner.SendMessage("OnAttackMoveEnd");
  39. }
  40. /// <summary>
  41. /// 攻击开始
  42. /// </summary>
  43. public void OnAttackStart(int skillId)
  44. {
  45. m_Owner.SendMessage("OnAttackStart",skillId);
  46. }
  47. /// <summary>
  48. /// 攻击打击进入
  49. /// </summary>
  50. public void OnAttackOn(string attackId)
  51. {
  52. m_Owner.SendMessage("OnAttackOn",attackId);
  53. }
  54. /// <summary>
  55. /// 普通攻击结束
  56. /// </summary>
  57. public void OnAttackOff()
  58. {
  59. m_Owner.SendMessage("OnAttackOff");//关闭武器碰撞
  60. }
  61. /// <summary>
  62. /// 受击移动开始
  63. /// </summary>
  64. public void OnHitMoveStart(float force)
  65. {
  66. m_Owner.SendMessage("SetForce", force);
  67. }
  68. /// <summary>
  69. /// 受击移动结束
  70. /// </summary>
  71. public void OnHitMoveEnd(float force = 0)
  72. {
  73. m_Owner.SendMessage("SetForce", force);
  74. }
  75. /// <summary>
  76. /// 受击移动结束
  77. /// </summary>
  78. public void OnDieEnd()
  79. {
  80. if (m_Owner != null)
  81. {
  82. m_Owner.SendMessage("OnDieEnd");
  83. }
  84. }
  85. /// <summary>
  86. /// 可进入极限闪避
  87. /// </summary>
  88. public void OnExtremeDodge(float _time)
  89. {
  90. ////播放可极限闪避光效
  91. //m_Owner.m_FxManagerAdon.PlayExtermePointEff();
  92. ////设置可进入极限闪避
  93. //m_Owner.m_Hero.SetExtermeTimeZone(_time);
  94. }
  95. /// <summary>
  96. /// 震屏
  97. /// </summary>
  98. public void OnShake(int lv = 0)
  99. {
  100. if(lv == 0)
  101. {
  102. //m_Owner.SetCameraShake(m_Owner.transform.position, 0.8f, 0.1f, 0.2f);
  103. }
  104. else if (lv == 1)
  105. {
  106. //m_Owner.SetCameraShake(m_Owner.transform.position, 2f, 0.1f, 0.3f);
  107. }
  108. }
  109. #endregion
  110. }
  111. }