fighting: function(fighter,beHiter){
var that = this
var node = fighter.shift()
var beHitNode = beHiter[parseInt(Math.random()*beHiter.length)]
var basePos = node.getPosition()
var targetPos = beHitNode.getPosition()
node.runAction(
cc.sequence(
cc.moveTo(0.5, targetPos),
cc.callFunc(countAttack),
cc.moveTo(0.2, basePos),
cc.callFunc(attackEnd)
)
)
function countAttack(){
beHitNode.getComponent('warRole').pub_beHit(node.getComponent('warRole').pub_getAtt())
}
function attackEnd(){
for(var index in that.MonsterArr){
var blood = that.MonsterArr[index].getComponent('warRole').pub_getlife()
var name = that.MonsterArr[index].getComponent('warRole').pub_getname()
var survival= that.MonsterArr[index].getComponent('warRole').pub_getSurvival()
cc.log(name,"生命值 : ",blood,"生存情况 :",survival)
}
if(fighter.length > 0) {
that.fighting(fighter, beHiter)
}else{
that.beginWar()
}
}
},
onDestroy: function(){
},