101 lines
2.5 KiB
C#
101 lines
2.5 KiB
C#
// ***********************************************************************
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// Assembly : Game
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// Author : Kimch
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// Created : 2020-09-02
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// Description :
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// Last Modified By :
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// Last Modified On :
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// ***********************************************************************
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// <copyright file= "EntityMainPlayer.Pet" company="Kimch"></copyright>
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// <summary></summary>
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// ***********************************************************************
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using UnityEngine;
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namespace G
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{
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partial class EntityPlayer
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{
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public Transform pet_eagle;
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public Transform pet_horse;
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private int _currentPet;
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private int _attackHorse;
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private int _attackEagle;
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private Pet_eagle script_eagle;
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private Pet_horse script_horse;
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private Vector3 _colliderFly;
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private Vector3 _colliderHorse;
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public void SetPetSkillLV(int _autorate, int _attack_horse, int _attack_eagle)
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{
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_autoFindRate = _autorate;
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_attackHorse = _attack_horse;
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_attackEagle = _attack_eagle;
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}
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/// <summary>
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///
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/// </summary>
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public void CallHorse()
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{
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scriptSound.PlaySkillStart();
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_peting = true;
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_currentPet = 0;
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StopAnimation();
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PlayAnimation("jump_changeweapon");
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//clone_ride = PlayAnimQueued("jump_changeweapon_i");
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//clone_ride.speed = myanimation["jump_changeweapon_i"].speed;
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//clone_ride = PlayAnimQueued("horse_start");
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//clone_ride.speed = myanimation["horse_start"].speed;
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//clone_ride = PlayAnimQueued("horse_chacry");
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//clone_ride.speed = myanimation["horse_chacry"].speed;
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//clone_ride = PlayAnimQueued("ride1");
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//clone_ride.wrapMode = WrapMode.Loop;
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//clone_ride.speed = 0.05f;
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script_horse.SkillOn();
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_moveSpeed = 0.8f;
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AttackUp(_attackHorse / 100, 0);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="i"></param>
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public void PetSkillFinish(int i)
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{
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scriptAttack.ResetStep();
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StopAnimation();
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_chaPosition.y = 0f;
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moveState = MoveState.state180;
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switch (i)
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{
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case 1:
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PlayAnimation("eagle_finish");
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//tempani = PlayAnimQueued("land_changeweapon");
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//tempani.layer = 4;
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//tempani.speed = myanimation["land_changeweapon"].speed;
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script_eagle.SkillOff();
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break;
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case 0:
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AddForwardForce(-120f);
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PlayAnimation("horse_finish");
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script_horse.GetOffHorse();
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//tempani = PlayAnimQueued("land_changeweapon");
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//tempani.layer = 4;
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//tempani.speed = myanimation["land_changeweapon"].speed;
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rideon = false;
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break;
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}
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_currentPet = -1;
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ResetAtk();
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}
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}
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} |