using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
///
/// 场景组件 炸弹
///
public class SceneEventBombLogic : MonoBehaviour
{
public string skillId = "6010012";
public float countdown = 3;
private bool isCountDown = false;
private bool isLive = true;
private void Awake()
{
SceneCmptManager.Instance.AddMechanism(this.gameObject);
}
// Start is called before the first frame update
void Start()
{
SceneEventBomb info = this.gameObject.GetComponent();
this.skillId = info.skillId;
this.countdown = info.countdown;
}
public void Update()
{
if(!isLive)
{
return;
}
if(isCountDown)
{
countdown -= Time.deltaTime;
if(countdown <= 0)
{
Bomb();
}
}
}
public void OnTriggerEnter(Collider collider)
{
Role r = collider.GetComponent();
if(r && !isCountDown)
{
Animator anim = this.GetComponent();
anim.Play("warning", 0, 0);
isCountDown = true;
SceneCmptManager.Instance.OpenMechanism(this.gameObject);
}
}
public void Bomb()
{
isLive = false;
Animator anim = this.GetComponent();
anim.Play("destroy");
SceneEventBombEntryLogic bombEntry = this.transform.Find("zha dan").GetComponent();
List roleList = bombEntry.GetEntryRoleList();
foreach(var item in roleList)
{
if (!item || item.isDie)
{
continue;
}
X2Battle.X2BattleManager.Instance.mBulletModel.OnCastSkill(
0, skillId,
false, X2Battle.EBulletCastPoint.ECAST_POINT_DEFLUAT, item.mData.UID, false);
}
}
public void EnableCollider()
{
}
public void OnClickInteractive()
{
}
}