ThiefBombHurt.cs 879 B

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  1. using System;
  2. using UnityEngine;
  3. public class ThiefBombHurt : EnemyBaseHurt
  4. {
  5. protected override void Init()
  6. {
  7. this.hurtData = SingletonMono<EnemyDataPreload>.Instance.hurt[EnemyType.背弹者];
  8. }
  9. protected override void PlayHurtAudio()
  10. {
  11. int id = UnityEngine.Random.Range(251, 253);
  12. R.Audio.PlayEffect(id, new Vector3?(base.transform.position));
  13. if (base.PlaySpHurtAudio())
  14. {
  15. R.Audio.PlayEffect(401, new Vector3?(base.transform.position));
  16. }
  17. }
  18. protected override void PhysicAndEffect(Vector2 speed, Vector2 airSpeed, string normalAtkType, string airAtkType)
  19. {
  20. normalAtkType = "NoStiff";
  21. airAtkType = "NoStiff";
  22. base.PhysicAndEffect(speed, airSpeed, normalAtkType, airAtkType);
  23. }
  24. public override void EnemyDie()
  25. {
  26. this.deadFlag = true;
  27. this.action.AnimChangeState(ThiefBombAction.StateEnum.Bomb, 1f);
  28. }
  29. }