BeeHurt.cs 1.1 KB

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  1. using System;
  2. using UnityEngine;
  3. public class BeeHurt : EnemyBaseHurt
  4. {
  5. protected override void Init()
  6. {
  7. this.defaultAnimName = "Hit";
  8. this.defaultAirAnimName = "Hit";
  9. this.hurtData = SingletonMono<EnemyDataPreload>.Instance.hurt[EnemyType.蜜蜂];
  10. }
  11. protected override void ExecuteFollow()
  12. {
  13. this.action.AnimChangeState(BeeAction.StateEnum.WeakMod, 1f);
  14. base.ExecuteFollow();
  15. }
  16. protected override void PlayHurtAudio()
  17. {
  18. base.PlayHurtAudio();
  19. if (base.PlaySpHurtAudio())
  20. {
  21. R.Audio.PlayEffect(401, new Vector3?(base.transform.position));
  22. }
  23. }
  24. public override void EnemyDie()
  25. {
  26. if (this.deadFlag)
  27. {
  28. return;
  29. }
  30. base.EnemyDie();
  31. base.NormalKill();
  32. this.SetHitSpeed(Vector2.zero);
  33. this.action.AnimChangeState(BeeAction.StateEnum.Die, 1f);
  34. base.Invoke("DieTimeControl", 0.12f);
  35. }
  36. protected override void ExecuteDie()
  37. {
  38. base.ExecuteDie();
  39. base.NormalKill();
  40. this.SetHitSpeed(Vector2.zero);
  41. this.action.AnimChangeState(BeeAction.StateEnum.Die, 1f);
  42. base.Invoke("DieTimeControl", 0.12f);
  43. }
  44. }