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);
}
}
}
}
}