// ***********************************************************************
// Assembly : Game
// Author : Kimch
// Created : 2020-09-02
// Description :
// Last Modified By :
// Last Modified On :
// ***********************************************************************
//
//
// ***********************************************************************
using UnityEngine;
namespace G
{
///
/// 剑舞
///
[RequireComponent(typeof(SkillBase))]
public class SkillSwordDance : MonoBehaviour
{
///
///
///
public float hitrate = 0.2f;
///
///
///
public float startDelay = 0.1f;
///
///
///
public float finishDelay = 0.1f;
///
///
///
public float duration = 0.9f;
private Collider _collider;
private float _offset;
private float _time;
private float _curDuration;
private float _curHitrate;
private void Awake()
{
_collider = this.GetComponent();
}
private void OnEnable()
{
_offset = 0f;
_time = startDelay;
var sp1 = GetComponent().special1;
if (sp1 > 0)
{
_curHitrate = 0.9f / (5f + sp1);
_curDuration = duration + sp1 * 0.2f;
}
else
{
_curDuration = duration;
}
}
private void DanceHit()
{
_collider.enabled = false;
_collider.enabled = true;
}
private void FixedUpdate()
{
_offset += Time.deltaTime;
if (_offset < _curDuration)
{
_time -= Time.deltaTime;
if (_time <= 0f)
{
_time = hitrate;
DanceHit();
}
}
else if (_offset < _curDuration + finishDelay)
{
_collider.enabled = false;
}
else
{
_collider.enabled = false;
this.transform.position = Vector3.one * 38f;
this.gameObject.SetActive(false);
}
}
}
}