AttackTrigger.cs 1.8 KB

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  1. using Base.Common;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. public class AttackTrigger : MonoBehaviour
  6. {
  7. public Character owner;
  8. public List<BeHitTrigger> trigedObjs;
  9. public int damage;
  10. public Vector3 force;
  11. public bool changeHurt;
  12. public float repelValue;
  13. public GameObject spiritsAttackEffect;
  14. public int offsetY = 1;
  15. public float hitRate = 1;
  16. public GameObject Miss;
  17. private void Awake()
  18. {
  19. owner = GetComponentInParent<Character>();
  20. }
  21. private void OnTriggerEnter(Collider other)
  22. {
  23. BeHitTrigger hitTrigger = other.GetComponent<BeHitTrigger>();
  24. if (hitTrigger != null)
  25. {
  26. bool triged = false;
  27. for (int i = 0; i < trigedObjs.Count; i++)
  28. {
  29. if (trigedObjs[i] == hitTrigger)
  30. {
  31. triged = true;
  32. break;
  33. }
  34. }
  35. if (!triged)
  36. {
  37. trigedObjs.Add(hitTrigger);
  38. if (Util.CheckCanHit(owner.tag, hitTrigger.owner.tag) && !hitTrigger.owner.isDie)
  39. {
  40. if (Random.Range(0, 1) < hitRate)
  41. {
  42. hitTrigger.BeHit(damage, force, changeHurt, repelValue);
  43. if (spiritsAttackEffect != null)
  44. {
  45. GameObject effect = Instantiate(spiritsAttackEffect);
  46. effect.transform.position = new Vector3(hitTrigger.transform.position.x,
  47. transform.position.y + offsetY, 0);
  48. }
  49. }
  50. }
  51. }
  52. }
  53. }
  54. private void OnEnable()
  55. {
  56. trigedObjs.Clear();
  57. }
  58. }