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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using TMPro;
- using System;
- using Random = UnityEngine.Random;
- public class ESpirits_Cook : MonoBehaviour
- {
- public TextMeshProUGUI text; //剩余串的数量文本
- private GameObject dia; //文本框
- private Transform cook; //厨子
- private Animator ani; //厨子动画
- public int chuan; //厨子拥有多少串
- //public bool isGood; //厨子是否是好厨子
- private float intervalTimePast;
- public float intervalTimeSell; //卖串的间隔时间
- private bool isInterval = false; //开始计算间隔时间
- public float minX; //厨子卖串的最小地址站
- public float maxX; //厨子卖串的最大地址站
- public float value; //加血程度百分比
- public GameObject effect; //加血效果
- private Enemy ene; //厨子的enemy脚本
- private float activeTime; //厨子已出现的时长
- public float activeAniTime; //厨子出现动画的时长
- private bool isAct = false; //厨子已经完整出现
- public float larger; //顾客变大的程度
- public List<Character> customers; //所有顾客
- public Character target;
- public SearchTrigger searchtrigger;
- private float destX;
- private void Start()
- {
- cook = transform.parent;
- ene = cook.GetComponent<Enemy>();
- ani = ene.ani;
- dia = text.transform.parent.gameObject;
- destX = DestinationX();
- text.text = chuan.ToString();
- ene.noOnSearchState = true;
- dia.SetActive(false);
- }
- private float DestinationX()
- {
- float x = Random.Range(minX, maxX);
- return x;
- }
- private void TargetInteract()
- {
- target = searchtrigger.GetMinDisTarget(ene.targetTypes, ene.canHitFly);
- if (target != null)
- {
- if (target.gameObject.layer == 7 || target.gameObject.layer == 8 || target.gameObject.layer == 6)
- {
- if (!isInterval && chuan > 0)
- {
- if (!customers.Exists(T => T == target))
- {
- isInterval = true;
- chuan -= 1;
- text.text = chuan.ToString();
- ani.Play("attack_march", 0, 0);
- target.HpUp(value, larger);
- customers.Add(target);
- //count += 1;
- //Instantiate(effect, ga.transform.position, new Quaternion(0, 0, 0, 0), ga.transform);
- if (chuan == 0)
- {
- ene.ChangeState(CharacterState.Die);
- }
- }
- }
- }
- }
- }
- private bool isMove = false;
- private void Update()
- {
- if (!isAct)
- {
- if (!isMove)
- {
- activeTime += Time.deltaTime;
- if (activeTime >= activeAniTime)
- {
- dia.SetActive(true);
- isMove = true;
- ene.canMove = true;
- }
- }
- else
- {
- if (transform.position.x >= destX)
- {
- dia.SetActive(true);
- ene.canMove = false;
- isMove = false;
- isAct = true;
- }
- }
- }
- if (isInterval)
- {
- intervalTimePast += Time.deltaTime;
- if (intervalTimePast >= intervalTimeSell)
- {
- intervalTimePast = 0;
- isInterval = false;
- }
- }
- }
- private void FixedUpdate()
- {
- if (isAct)
- {
- TargetInteract();
- }
- }
- }
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