Enemy1行动路径优化

This commit is contained in:
ZYT
2025-07-23 13:48:49 +08:00
parent 4a65dc27fd
commit 9fe3d1119e
5 changed files with 586 additions and 510 deletions

View File

@@ -89,7 +89,7 @@ public class Enemy : MonoBehaviour
public bool userSillIng;
public bool isAttack { get; set; }
public bool isAttack;
public EnemyComponent[] components;
@@ -98,14 +98,14 @@ public class Enemy : MonoBehaviour
public GameObject shieldObj;
public bool isBoss;
public bool isShield;//是否是无敌
public bool isShield = false;//是否是无敌
public float dieTime;
private EnemyData _info;
public virtual void Init()
{
InitAnimator();
@@ -139,12 +139,12 @@ public class Enemy : MonoBehaviour
public virtual void Attack()
{
isAttack = true;
}
public virtual void StopAttack()
{
isAttack=false;
}
public virtual void OneAttackMode()

View File

@@ -5,7 +5,6 @@ using BehaviorDesigner.Runtime;
using DG.Tweening;
using DragonLi.Behaviour;
using DragonLi.Frame;
using JetBrains.Annotations;
using UnityEngine;
using UnityEngine.AI;
@@ -17,9 +16,6 @@ public class Enemy1 : Enemy
private bool _isShow;
//控制攻击状态变量
private bool shouldAttack = false;
public override void Init()
{
base.Init();
@@ -68,16 +64,6 @@ public class Enemy1 : Enemy
isShield = false;
transform.LookAt(new Vector3(playerPos.position.x, transform.position.y, playerPos.position.z));
//移除距离判断,直接根据攻击状态决定是否攻击
if (shouldAttack)
{
ShotGun();
}
}
public void SetAttackState(bool attack)
{
shouldAttack = attack;
}
public override void Dead()