Bow.cs 3.1 KB

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  1. using System.Collections;
  2. using UnityEngine;
  3. namespace WildAttack
  4. {
  5. /// <summary>
  6. /// 弓
  7. /// </summary>
  8. public class Bow : MonoBehaviour
  9. {
  10. #region Members
  11. [SerializeField] private Transform shootPoint;
  12. private GameObject arrowPfb;
  13. private Animator anim;
  14. private float shootSpawn = 0;
  15. GameObject arrowObj = null;
  16. [Header("用户信息")]
  17. [SerializeField]
  18. PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First;//默认是用户1的弓
  19. #endregion
  20. #region Lifecycle
  21. void Start()
  22. {
  23. //shootPoint = transform.Find("ShootPoint");
  24. arrowPfb = Resources.Load<GameObject>("Player/Arrow");
  25. anim = GetComponentInChildren<Animator>();
  26. //StartCoroutine(CreateArrow());
  27. CreateArrow();
  28. }
  29. void Update()
  30. {
  31. if (shootSpawn > 0)
  32. {
  33. shootSpawn -= Time.deltaTime;
  34. }
  35. // 更新准备中的箭
  36. if (arrowObj == null) return;
  37. arrowObj.transform.position = shootPoint.position;
  38. arrowObj.transform.rotation = shootPoint.rotation;
  39. }
  40. #endregion
  41. #region Functions
  42. /// <summary>
  43. /// 射击
  44. /// </summary>
  45. /// <param name="speed"></param>
  46. /// <param name="crossHair"></param>
  47. public void Shoot(float speed, Transform crossHair)
  48. {
  49. // 判空
  50. if (arrowObj == null) return;
  51. // 判断动画状态
  52. AnimatorStateInfo animInfo = anim.GetCurrentAnimatorStateInfo(0);
  53. if (animInfo.IsName("Start") && animInfo.normalizedTime > 0.99f)
  54. {
  55. // 判断射击间隔
  56. if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0)
  57. {
  58. return;
  59. }
  60. else
  61. {
  62. shootSpawn = GameModule.GetInstance().GetData("downTime");
  63. GameMananger.GetInstance().SetShootSpawn(GameModule.GetInstance().GetData("downTime"),playerTypeEnum);
  64. Arrow arrow = arrowObj.AddComponent<Arrow>();
  65. //GameObject.Find("CrossHairTrans").transform
  66. arrow.Init(crossHair.eulerAngles, speed, playerTypeEnum);
  67. arrowObj = null;
  68. StartCoroutine(CreateWaitForSeconds());
  69. }
  70. }
  71. }
  72. /// <summary>
  73. /// 生成新的箭
  74. /// </summary>
  75. IEnumerator CreateWaitForSeconds()
  76. {
  77. anim.SetTrigger("shoot");
  78. // 射箭间隔
  79. yield return new WaitForSeconds(GameModule.GetInstance().GetData("shootInterval"));
  80. CreateArrow();
  81. }
  82. private void CreateArrow()
  83. {
  84. arrowObj = GameObject.Instantiate<GameObject>(arrowPfb);
  85. arrowObj.transform.position = shootPoint.position;
  86. arrowObj.transform.rotation = shootPoint.rotation;
  87. }
  88. #endregion
  89. }
  90. }