using System; using UnityEngine; public class ThiefBombHurt : EnemyBaseHurt { protected override void Init() { this.hurtData = SingletonMono.Instance.hurt[EnemyType.背弹者]; } protected override void PlayHurtAudio() { int id = UnityEngine.Random.Range(251, 253); R.Audio.PlayEffect(id, new Vector3?(base.transform.position)); if (base.PlaySpHurtAudio()) { R.Audio.PlayEffect(401, new Vector3?(base.transform.position)); } } protected override void PhysicAndEffect(Vector2 speed, Vector2 airSpeed, string normalAtkType, string airAtkType) { normalAtkType = "NoStiff"; airAtkType = "NoStiff"; base.PhysicAndEffect(speed, airSpeed, normalAtkType, airAtkType); } public override void EnemyDie() { this.deadFlag = true; this.action.AnimChangeState(ThiefBombAction.StateEnum.Bomb, 1f); } }