using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// 掉落的道具 /// public class DropItem : MonoBehaviour { /// /// 方向 /// private Vector3 mDir = Vector3.zero; private float mSpeedX = 10; private float mSpeedY = 4.0F; private float gravity = 20.0F; private Vector3 moveDirection = Vector3.zero; private bool mFly = false; /// /// 道具ID /// public int m_ItemID = 0; /// /// 道具名称 /// public string m_ItemName = string.Empty; /// /// 稀有度 /// public int m_Star = 1; /// /// 是否一次性 /// public bool m_Once = true; /// /// 是否使用过 /// public bool m_Used = false; /// /// CD /// public float m_CDTime = 60; /// /// 当前的CD时间 /// private float mCurDCTime = 0; /// /// 是否CD中 /// private bool mCD = false; /// /// 控制器 /// private CharacterController _CharacterController = null; /// /// 特效 /// private Transform mEffectTransform = null; public EItemType mType = EItemType.EIT_NONE; private BoxCollider _BoxCollider = null; /// /// 更新飞 /// private bool _updateFly = true; private void Awake() { mEffectTransform = transform.Find("bisha/guangtiao"); } /// /// 初始化 /// /// 物品ID /// X轴速度 /// Y速度 /// 方向 public void Init(int itemId, string _name, int star, EItemType type, float xSpeed, float ySpeed, Vector3 dir) { m_ItemID = itemId; m_ItemName = _name; m_Star = star; mSpeedX = xSpeed; mSpeedY = ySpeed; mDir = dir; mFly = true; _updateFly = true; _CharacterController = GetComponent(); _CharacterController.enabled = true; _BoxCollider = GetComponent(); _BoxCollider.enabled = false; mType = type; moveDirection = mDir; moveDirection *= mSpeedX; moveDirection.y = mSpeedY; // 忽略碰撞层 Physics.IgnoreLayerCollision(LayerMask.NameToLayer("Player"), LayerMask.NameToLayer("Item"), true); } /// /// 是否CD /// public bool CD { get { return mCD; } set { mCD = value; if (mCD && mEffectTransform) { mEffectTransform.gameObject.SetActive(false); } } } /// /// 更新 /// private void Update() { if (_updateFly && _CharacterController != null) { if (_CharacterController.isGrounded) { if (mFly == false) { moveDirection = mDir; moveDirection *= mSpeedX; moveDirection.y = mSpeedY; mFly = true; } else { _updateFly = false; _BoxCollider.enabled = true; _CharacterController.enabled = false; // 恢复碰撞层 Physics.IgnoreLayerCollision(LayerMask.NameToLayer("Player"), LayerMask.NameToLayer("Item"), false); return; } } moveDirection.y -= gravity * Time.deltaTime; _CharacterController.Move(moveDirection * Time.deltaTime); } if (CD) { mCurDCTime += Time.deltaTime; if (mCurDCTime >= m_CDTime) { CD = false; mCurDCTime = 0; if (mEffectTransform) { mEffectTransform.gameObject.SetActive(true); } } } } }