From de4941bb799df774f29857ce42a7c139050fa096 Mon Sep 17 00:00:00 2001 From: chai Date: Tue, 10 Nov 2020 18:47:26 +0800 Subject: *hitmanager --- Assets/Scripts/Avatar/HitDefination.cs | 36 ++++++++++++++++++++++++++++------ 1 file changed, 30 insertions(+), 6 deletions(-) (limited to 'Assets/Scripts/Avatar/HitDefination.cs') 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; /// -/// 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) /// -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 +/// +/// 一个hit的定义,如果一个attack有多个hit,需要定义多个HitDef +/// +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 -- cgit v1.1-26-g67d0