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Diffstat (limited to 'Assets/Scripts/Avatar/HitDefination.cs')
-rw-r--r--Assets/Scripts/Avatar/HitDefination.cs36
1 files changed, 30 insertions, 6 deletions
diff --git a/Assets/Scripts/Avatar/HitDefination.cs b/Assets/Scripts/Avatar/HitDefination.cs
index 22a78325..db07a677 100644
--- a/Assets/Scripts/Avatar/HitDefination.cs
+++ b/Assets/Scripts/Avatar/HitDefination.cs
@@ -3,16 +3,40 @@ using System.Collections.Generic;
using UnityEngine;
/// <summary>
-/// 一个hit的效果,如果一个attack有多个hit,需要定义多个HitDef
+/// 攻击类型,对应不同的受击者反馈(动作)
/// </summary>
-public class HitDefination
-{
- public float start = 0f;
- public float end = 1f; // 触发的开始和结束时间范围,用来处理一个attack多个hit的情况
+public enum HitType
+{
+ Light, // 轻击
+ Midium, // 中击
+ Heavy, // 重击
+ Ground, // 击倒
+ Air, // 击飞
+}
- public int sparkID = 0; // 特效perfab ID
+/// <summary>
+/// 一个hit的定义,如果一个attack有多个hit,需要定义多个HitDef
+/// </summary>
+public class HitDefination
+{
+ // 触发的开始和结束时间范围,用来处理一个attack多个hit的情况
+ public float start = 0f;
+ public float end = 1f;
+
+ public HitType type = HitType.Light; // 类型
+
+ // 特效
+ public string sparkName = string.Empty; // 特效
public Transform sparkHost = null; // 特效挂点
public Vector3 sparkPosition; // 特效位置(sparkHost为空时生效)
public Quaternion sparkRotation; // 特效旋转
public Vector3 sparkScale = Vector3.one; // 特效缩放
+
+ // 相机反馈
+
+ // 攻击方反馈
+
+ // 受击方反馈
+ public Vector3 hurtAddForce = Vector3.zero;
+
} \ No newline at end of file