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PlayerAnimationAttack.cs
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PlayerAnimationAttack.cs
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using System;
using UnityEngine;
using System.Collections;
public class PlayerAnimationAttack : MonoBehaviour
{
private Animator animator;
private bool isCanAttackB;
private float cdTime = 0f;
#region 攻击事件处理初始化
//为攻击按钮绑定监听方法
void Start ()
{
animator = this.GetComponent<Animator>();
//将当前脚本的点击事件处理方法放到OnClick事件触发列表中
EventDelegate NormalAttackEvent = new EventDelegate(this, "OnNormalAttackClick");
GameObject.Find("NormalAttack").GetComponent<UIButton>().onClick.Add(NormalAttackEvent);
EventDelegate RangeAttackEvent = new EventDelegate(this, "OnRangeAttackClick");
GameObject.Find("RangeAttack").GetComponent<UIButton>().onClick.Add(RangeAttackEvent);
GameObject Redattack = GameObject.Find("RedAttack");
EventDelegate RedAttackEvent = new EventDelegate(this, "OnRedAttackClick");
Redattack.GetComponent<UIButton>().onClick.Add(RedAttackEvent);
Redattack.gameObject.SetActive(false);
}
#endregion
#region 角色战斗动画处理
public void OnNormalAttackClick()
{
animator.speed = 1.4f;//动画加速
if (!animator.GetCurrentAnimatorStateInfo(0).IsName("PlayerAttackA"))
{
animator.SetTrigger("AttackA");
}
if (animator.GetCurrentAnimatorStateInfo(0).IsName("PlayerAttackA")
&& isCanAttackB)
{
animator.SetTrigger("AttackB");
}
animator.speed = 1f;
}
public void OnRangeAttackClick()
{
if (!animator.GetCurrentAnimatorStateInfo(0).IsName("PlayerAttackRange"))
{
animator.SetTrigger("AttackRange");
}
}
public void OnRedAttackClick()
{
if (!animator.GetCurrentAnimatorStateInfo(0).IsName("PlayerAttackGun"))
{
animator.SetTrigger("AttackGun");
}
}
public void AttackBEvent1()
{
isCanAttackB = true;
}
public void AttackBEvent2()
{
isCanAttackB = false;
}
#endregion
}