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C# Indicator.set方法代码示例

本文整理汇总了C#中Indicator.set方法的典型用法代码示例。如果您正苦于以下问题:C# Indicator.set方法的具体用法?C# Indicator.set怎么用?C# Indicator.set使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Indicator的用法示例。


在下文中一共展示了Indicator.set方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Update

     public void Update()
     {
          isInvincible = false;
          if (player != null)
          {
               //find position after animation? will it use the position from before the animation starts? be ready to change
               findPos();

               if (!supercharged && currentHp() <= health.startingHealth / 2)
               {
                    supercharged = true;
                    cd_Reduction = 3;
                    overload_Range *= 1.5;
                    bolt_Stun += 0.5f;
                    hook_Speed *= 1.5f;
                    knockback += 1.5f;
                    speedBoost++;
                    storm_CD = 0.6f;

               }
               rnd = new System.Random();


               //if stunned = true, wait 0.5s, then gain a speedBoost for 3s
               //else

               distance = player.transform.position - transform.position;
               if (distance.magnitude <= AgroRange)
               {
                    isAgro = true;
               }
               if (distance.magnitude > AgroRange)
               {
                    isAgro = false;
               }

               if (isAgro)
               {
                    //targetPos *= 0.8f;
                    if (cooldown_CD > 1)
                    {
                         cooldown_CD = 0;
                         //faster the closer you are from him, probably better ways to do this but I don't want to look it up
                         float xSp = 2 * (AgroRange - (player.transform.position.x - transform.position.x));
                         float ySp = 2 * (AgroRange - (player.transform.position.y - transform.position.y));
                         //targetPos = new Vector2(0, 0);
                         moveController.Move(0, 0);
                         //basic aggression range formula
                         if (distance.magnitude < overload_Range && overload_CD > 12 - cd_Reduction)
                         {
                              overloadAttack();
                         }
                         else if (distance.magnitude < 0.3 && norm_CD > 1.5)
                         {
                              normAttack();
                         }
                         else if (lightning_CD > 10)
                         {
                              //animation
                              //lightning storm, player parameter or getObject(player)
                              //take in either bool supercharged or cooldown
                              //field = new LightningField();

                              field = Instantiate(fieldObj, player.transform.position, transform.rotation) as LightningField;
                              field.set(0.7f, storm_CD);
                              lightning_CD = 0;
                              //dark shadow below player?
                         }
                         else if (bolt_CD > 10 - cd_Reduction)
                         {
                              boltAttack();
                         }
                         //overload -> normal attack if in range -> lightning storm (effect) -> lightning bolt projectile(to set up other moves)
                         //-> thunder (put bolt here instead? depends on thunder activation speed)-> shot -> field -> speed -> charge
                         else if (supercharged && thunder_CD > 20)
                         {
                              //animation
                              //thunder, parameter player or getobject
                              //in thunder class, create black white black screen around player
                              //indic = new Indicator();

                              //indic.set or indicObj.set?
                              indic = Instantiate(indicObj, player.transform.position, transform.rotation) as Indicator;
                              indic.set(2);
                              thunder_CD = 0;
                         }
                         else if (shot_CD > 10 - cd_Reduction)
                         {
                              shotAttack();
                         }
                         else
                         {
                              //if wall within 0.2 units of one corner, move to another corner clockwise
                              //else
                              //if wall(not pole) to the left or right, disregard x velocity and increase y velocity
                              //if wall(not pole) above or below, disregard y velocity and increase x velocity
                              //else move away from player
                              cooldown_CD = 0.8f;
                         }
                         if (spark_CD > 2 + currentHp() / 5.0)
//.........这里部分代码省略.........
开发者ID:pmer,项目名称:zombie-ninja-attack-craft,代码行数:101,代码来源:LightningBoss.cs


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