97 lines
1.9 KiB
C#
97 lines
1.9 KiB
C#
![]() |
// ***********************************************************************
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// Assembly : Game
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// Author : Kimch
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// Created : 2020-09-02
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// Description :
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// Last Modified By :
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// Last Modified On :
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// ***********************************************************************
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// <copyright file= "EnemyDamage" company="Kimch"></copyright>
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// <summary></summary>
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// ***********************************************************************
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using UnityEngine;
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namespace G
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{
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/// <summary>
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/// 怪物攻击
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/// </summary>
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public class EnemyDamage : MonoBehaviour
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{
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public int damage;
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public bool impactDestroy;
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public float destroytime;
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public float colliderofftime;
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private float _currentTime;
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private Collider _collider;
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private int _hit = 0;
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private void Awake()
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{
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_collider = this.GetComponent<Collider>();
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_currentTime = 0f;
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}
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private void OnEnable()
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{
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_currentTime = 0f;
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.gameObject.layer == GameLayer.AllyLayer)
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{
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Vector3 forward = transform.forward;
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forward.y = damage;
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if (EntityCart.Instance)
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EntityCart.Instance.Damaged(forward);
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else
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EntityMainPlayer.Instance.Damaged(forward, _hit);
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if (impactDestroy)
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{
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this.gameObject.SetActive(false);
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transform.position = Vector3.one * 5f;
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}
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}
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}
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public void PressDamage(int a)
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{
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damage = a;
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}
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public void SetDamage(int d, int hit)
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{
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damage = d;
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_hit = hit;
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}
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private void Update()
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{
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if (destroytime > 0f)
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{
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_currentTime += Time.deltaTime;
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if (colliderofftime > 0f && _currentTime >= colliderofftime)
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{
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_collider.enabled = false;
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}
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if (_currentTime >= destroytime)
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{
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_currentTime = 0f;
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this.gameObject.SetActive(false);
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transform.position = Vector3.one * 5f;
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_collider.enabled = true;
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}
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}
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}
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}
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}
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