|
|
@ -11,7 +11,7 @@ public class EnemyAction |
|
|
public virtual void SettleText( EnemyNode enemyNode ,Text attackDamageText,Text stateText) |
|
|
public virtual void SettleText( EnemyNode enemyNode ,Text attackDamageText,Text stateText) |
|
|
{ |
|
|
{ |
|
|
attackDamageText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier).ToString(); |
|
|
attackDamageText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier).ToString(); |
|
|
stateText.text = "这个敌人将会造成" + attackDamageText.text + "点伤害。" + "这个敌人将会移动" + ((int)enemyNode.StepRangeCalculation(enemyNode.EnemyState.stepRange)).ToString() + "个格子。"; |
|
|
stateText.text = "这个敌人将会造成" + attackDamageText.text + "点伤害。" + "这个敌人将会移动" + (enemyNode.getStepRange()).ToString() + "个格子。"; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
//用继承在子脚本中调用不同的遍历方法
|
|
|
//用继承在子脚本中调用不同的遍历方法
|
|
|
@ -46,7 +46,7 @@ public class EnemyAction |
|
|
{ |
|
|
{ |
|
|
Debug.Log("attack"); |
|
|
Debug.Log("attack"); |
|
|
isAoe = false; |
|
|
isAoe = false; |
|
|
EnemyManager.Instance.AttackRangeInfluencedNode(GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY], enemyNode.StepRangeCalculation(enemyNode.EnemyState.stepRange)+1, enemyNode.rangePool); |
|
|
EnemyManager.Instance.AttackRangeInfluencedNode(GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY], enemyNode.getStepRange()+1, enemyNode.rangePool); |
|
|
} |
|
|
} |
|
|
//远程-攻击范围
|
|
|
//远程-攻击范围
|
|
|
public virtual void ShootAttackRange(EnemyNode enemyNode) |
|
|
public virtual void ShootAttackRange(EnemyNode enemyNode) |
|
|
|