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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- /// <summary>
- /// 掉落的道具
- /// </summary>
- public class DropItem : MonoBehaviour
- {
- /// <summary>
- /// 方向
- /// </summary>
- 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;
- /// <summary>
- /// 道具ID
- /// </summary>
- public int m_ItemID = 0;
- /// <summary>
- /// 道具名称
- /// </summary>
- public string m_ItemName = string.Empty;
- /// <summary>
- /// 稀有度
- /// </summary>
- public int m_Star = 1;
- /// <summary>
- /// 是否一次性
- /// </summary>
- public bool m_Once = true;
- /// <summary>
- /// 是否使用过
- /// </summary>
- public bool m_Used = false;
- /// <summary>
- /// CD
- /// </summary>
- public float m_CDTime = 60;
- /// <summary>
- /// 当前的CD时间
- /// </summary>
- private float mCurDCTime = 0;
- /// <summary>
- /// 是否CD中
- /// </summary>
- private bool mCD = false;
- /// <summary>
- /// 控制器
- /// </summary>
- private CharacterController _CharacterController = null;
- /// <summary>
- /// 特效
- /// </summary>
- private Transform mEffectTransform = null;
- public EItemType mType = EItemType.EIT_NONE;
- private BoxCollider _BoxCollider = null;
- /// <summary>
- /// 更新飞
- /// </summary>
- private bool _updateFly = true;
- private void Awake()
- {
- mEffectTransform = transform.Find("bisha/guangtiao");
- }
- /// <summary>
- /// 初始化
- /// </summary>
- /// <param name="itemId">物品ID</param>
- /// <param name="xSpeed">X轴速度</param>
- /// <param name="ySpeed">Y速度</param>
- /// <param name="dir">方向</param>
- 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>();
- _CharacterController.enabled = true;
- _BoxCollider = GetComponent<BoxCollider>();
- _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);
- }
- /// <summary>
- /// 是否CD
- /// </summary>
- public bool CD
- {
- get
- {
- return mCD;
- }
- set
- {
- mCD = value;
- if (mCD && mEffectTransform)
- {
- mEffectTransform.gameObject.SetActive(false);
- }
- }
- }
- /// <summary>
- /// 更新
- /// </summary>
- 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);
- }
- }
- }
- }
- }
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