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							- using System.Collections;
 
- using UnityEngine;
 
- namespace WildAttack
 
- {
 
-     /// <summary>
 
-     /// 弓
 
-     /// </summary>
 
-     public class Bow : MonoBehaviour
 
-     {
 
-         #region Members
 
-         [SerializeField] private Transform shootPoint;
 
-         private GameObject arrowPfb;
 
-         private Animator anim;
 
-         private float shootSpawn = 0;
 
-         GameObject arrowObj = null;
 
-         #endregion
 
-         #region Lifecycle
 
-         void Start()
 
-         {
 
-             //shootPoint = transform.Find("ShootPoint");
 
-             arrowPfb = Resources.Load<GameObject>("Player/Arrow");
 
-             anim = GetComponentInChildren<Animator>();
 
-             //StartCoroutine(CreateArrow());
 
-             CreateArrow();
 
-         }
 
-         void Update()
 
-         {
 
-             if (shootSpawn > 0)
 
-             {
 
-                 shootSpawn -= Time.deltaTime;
 
-             }
 
-             // 更新准备中的箭
 
-             if (arrowObj == null) return;
 
-             arrowObj.transform.position = shootPoint.position;
 
-             arrowObj.transform.rotation = shootPoint.rotation;
 
-         }
 
-         #endregion
 
-         #region Functions
 
-         /// <summary>
 
-         /// 射击
 
-         /// </summary>
 
-         /// <param name="speed"></param>
 
-         public void Shoot(float speed)
 
-         {
 
-             // 判空
 
-             if (arrowObj == null) return;
 
-             // 判断动画状态
 
-             AnimatorStateInfo animInfo = anim.GetCurrentAnimatorStateInfo(0);
 
-             if (animInfo.IsName("Start") && animInfo.normalizedTime > 0.99f)
 
-             {
 
-                 // 判断射击间隔
 
-                 if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0)
 
-                 {
 
-                     return;
 
-                 }
 
-                 else
 
-                 {
 
-                     shootSpawn = GameModule.GetInstance().GetData("downTime");
 
-                     GameMananger.GetInstance().SetShootSpawn(GameModule.GetInstance().GetData("downTime"));
 
-                     Arrow arrow = arrowObj.AddComponent<Arrow>();
 
-                     arrow.Init(GameObject.Find("CrossHairTrans").transform.eulerAngles, speed);
 
-                     arrowObj = null;
 
-                     StartCoroutine(CreateWaitForSeconds());
 
-                 }
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 生成新的箭
 
-         /// </summary>
 
-         IEnumerator CreateWaitForSeconds()
 
-         {
 
-             anim.SetTrigger("shoot");
 
-             // 射箭间隔
 
-             yield return new WaitForSeconds(GameModule.GetInstance().GetData("shootInterval"));
 
-             CreateArrow();
 
-         }
 
-         private void CreateArrow()
 
-         {
 
-             arrowObj = GameObject.Instantiate<GameObject>(arrowPfb);
 
-             arrowObj.transform.position = shootPoint.position;
 
-             arrowObj.transform.rotation = shootPoint.rotation;
 
-         }
 
-         #endregion
 
-     }
 
- }
 
 
  |