AttackTrigger.cs 2.1 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. [HideInInspector]public GameObject Miss;
  17. public float criticalChance; //±©»÷ÂÊ
  18. private void Awake()
  19. {
  20. owner = GetComponentInParent<Character>();
  21. }
  22. private void OnTriggerEnter(Collider other)
  23. {
  24. BeHitTrigger hitTrigger = other.GetComponent<BeHitTrigger>();
  25. if (hitTrigger != null)
  26. {
  27. bool triged = false;
  28. for (int i = 0; i < trigedObjs.Count; i++)
  29. {
  30. if (trigedObjs[i] == hitTrigger)
  31. {
  32. triged = true;
  33. break;
  34. }
  35. }
  36. if (!triged)
  37. {
  38. trigedObjs.Add(hitTrigger);
  39. if (Util.CheckCanHit(owner.tag, hitTrigger.owner.tag) && !hitTrigger.owner.isDie)
  40. {
  41. if (Random.Range(0f, 1f) < hitRate)
  42. {
  43. hitTrigger.BeHit(damage, force, changeHurt, repelValue);
  44. if (spiritsAttackEffect != null)
  45. {
  46. GameObject effect = Instantiate(spiritsAttackEffect);
  47. effect.transform.position = new Vector3(hitTrigger.transform.position.x,
  48. transform.position.y + offsetY, 0);
  49. }
  50. }
  51. else
  52. {
  53. GameObject miss = Instantiate(Miss);
  54. miss.transform.position = transform.position + Vector3.up * 0.5f;
  55. }
  56. }
  57. }
  58. }
  59. }
  60. private void OnEnable()
  61. {
  62. hitRate = 1;
  63. trigedObjs.Clear();
  64. }
  65. }