using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityGameFramework.Runtime; using X2Battle; /// /// 场景组件 减速带 渗水池 进入增加buff 离开移除buff /// public class SceneEventSeepbumpLogic : MonoBehaviour { private float speed = 0; private void Awake() { } // Start is called before the first frame update void Start() { SceneCmptManager.Instance.AddMechanism(this.gameObject); } public void OnTriggerEnter(Collider collider) { Role role = collider.GetComponent(); if (!role || role.isDie) { return; } X2Battle.X2BattleManager.Instance.mBulletModel.OnCastSkill( 0, "711002", false, EBulletCastPoint.ECAST_POINT_DEFLUAT, role.mData.UID, false); SceneCmptManager.Instance.OpenMechanism(this.gameObject); //speed = role.GetPropertyFinal(YLBattle.EBattleProperty.MOVESPEED); //role.SetPropertyFinal(null,YLBattle.EBattleProperty.MOVESPEED, 0.3f); //// buff挂载 //YLBattle.FieldEvent field = new YLBattle.FieldEvent(); //field.PutValue("tid", "801003"); //field.PutValue("skill", "0"); //field.PutValue("level", "1"); //field.PutValue("caster", "0"); //field.PutValue("target", role.ID()); //field.PutValue("skilltype", "7"); //field.PutValue("tipdelay", 0.ToString()); //X2BattleManager.Instance.mBuffModel.OnBuff(field); } public void OnTriggerExit(Collider collider) { Animator anim = this.GetComponent(); //anim.Play("full"); Role role = collider.GetComponent(); role.SetPropertyFinal(null, YLBattle.EBattleProperty.MOVESPEED, speed); } public void EnableCollider() { } public void OnClickInteractive() { } }