using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
///
/// 场景组件 地刺
///
public class SceneEventSunkensLogic : MonoBehaviour
{
public int hurtHP = 0;
public float hurtTime = 2;
private float nowTime = 0;
private float animTime = 1;
private bool isHurt = false;
private Animator anim;
private Role player;
private void Awake()
{
anim = this.GetComponent();
}
// Start is called before the first frame update
void Start()
{
SceneCmptManager.Instance.AddMechanism(this.gameObject);
SceneEventSunkens info = this.gameObject.GetComponent();
this.hurtHP = info.hurtHP;
this.hurtTime = info.hurtTime;
}
private void Update()
{
nowTime += Time.deltaTime;
if (nowTime > hurtTime)
{
nowTime -= hurtTime;
Animator anim = this.GetComponent();
anim.Play("running2", 0, 0);
}
}
public void Hurt()
{
if (!player || player.isDie || !player.IsTeamLeader)
{
return;
}
X2Battle.X2BattleManager.Instance.mBulletModel.OnCastSkill(
0, "702002",
false, X2Battle.EBulletCastPoint.ECAST_POINT_DEFLUAT, player.mData.UID, false);
}
public void CloseHurt()
{
isHurt = false;
}
public void OnTriggerEnter(Collider collider)
{
Role role = collider.GetComponent();
if (role != null && role.IsTeamLeader)
{
player = collider.GetComponent();
SceneCmptManager.Instance.OpenMechanism(this.gameObject);
}
}
public void OnTriggerStay(Collider other)
{
}
public void OnTriggerExit(Collider collider)
{
Role role = collider.GetComponent();
if (role != null && role.IsTeamLeader)
{
player = null;
}
}
public void EnableCollider()
{
}
public void OnClickInteractive()
{
}
}