| | |
| | | targetPoint = i - 1; |
| | | isPositive = false; |
| | | } |
| | | _hero.RunImmediate(); |
| | | break; |
| | | } |
| | | } |
| | |
| | | _p = m_Data.transferPoints[startPoint]; |
| | | var _dir = MathUtility.ForwardXZ(_p.position, _hero.Pos); |
| | | _hero.Pos += _hero.ActorInfo.moveSpeed * Time.deltaTime * _dir; |
| | | _hero.destForward = _hero.Forward = _dir; |
| | | _distance = MathUtility.DistanceSqrtXZ(_p.position, _hero.Pos); |
| | | _hero.Run(); |
| | | if (_distance < 0.01f) |
| | |
| | | m_InCreaseTime = 0; |
| | | m_FlyingEffect = SFXPlayUtility.Instance.PlayBattleEffect(1180, _hero); |
| | | _hero.Idle(); |
| | | _hero.SwitchHeadNameBindNode(true); |
| | | } |
| | | break; |
| | | case 1: |
| | |
| | | break; |
| | | case 2:// 执行坐标改变 |
| | | _p = m_Data.transferPoints[targetPoint]; |
| | | _hero.Forward = MathUtility.ForwardXZ(_p.position, _hero.Pos); |
| | | _hero.destForward = _hero.Forward = MathUtility.ForwardXZ(_p.position, _hero.Pos); |
| | | m_InCreaseTime += .5f * Time.deltaTime; |
| | | _hero.Pos = Vector3.Lerp(m_StartPos, _p.position, m_InCreaseTime); |
| | | _distance = MathUtility.DistanceSqrtXZ(_hero.Pos, _p.position); |
| | |
| | | SFXPlayUtility.Instance.Release(m_FlyingEffect); |
| | | m_FlyingEffect = null; |
| | | } |
| | | _hero.SwitchHeadNameBindNode(false); |
| | | _hero.StopPathFind(); |
| | | } |
| | | } |
| | | break; |