CangJie/Assets/Scripts//Thunder.cs
Roman a26ce3a31c Squashed commit of the following:
commit 6154ddfbb4db880c270f650d090b47263e388cfd
Author: lspdC <961907320@qq.com>
Date:   Thu Mar 31 00:17:09 2022 +0800

    3.30
    更新落雷动画,修复手持武器位置
    明天整合摄像头并最后校对第一关场景和元素的大小比例

commit 28b3246896099b84afc84a05e39b581facfacce2
Author: lspdC <961907320@qq.com>
Date:   Mon Mar 28 11:24:23 2022 +0800

    3.28(修改了京力酱场景内的player 不会报错)

commit 399d8d91d968ef2e4538fc22acf2e5c9089f95cf
Author: lspdC <961907320@qq.com>
Date:   Sun Mar 27 19:27:24 2022 +0800

    3.27
    整合了移动,受伤,与树、火交互的动画
    物体绑定位置和部分动画衔接还有待进一步调整。

commit 76c1cf529eee651619a9542b85a90bdfe8d0bed1
Author: lspdC <961907320@qq.com>
Date:   Sat Mar 26 19:18:13 2022 +0800

    3.26
    下载美术动画素材
    进一步整合中(预计还要整合一段时间,houdini还没做喵)

commit 3771f6a9c19e37e50f62e5e054f2aefd94af9965
Author: lspdC <961907320@qq.com>
Date:   Fri Mar 25 23:39:57 2022 +0800

    3.25 合并分支

commit c9c9ab412170ffd32a12b0660858625856aa3244
Author: lspdC <961907320@qq.com>
Date:   Thu Mar 24 22:11:29 2022 +0800

    3.24
    完成除boss战以外交互,逐步整合美术素材

commit 2a2a11e8514ab67008c85b25b6703888f1ed8824
Author: lspdC <961907320@qq.com>
Date:   Tue Mar 22 22:15:12 2022 +0800

    3.22
    完成了跟踪雷击与玩家的碰撞判定,玩家的受击反馈
    击碎石头那边还有bug,明天再改

commit db3134349aaabb0ba0aaa64e43851ee0d6812fa0
Author: lspdC <961907320@qq.com>
Date:   Mon Mar 21 19:51:46 2022 +0800

    3.21(和霄酱搅在一起了喵)

commit d5836fec13668bd6a00ab8e9377f3959d86ab037
Author: lspdC <961907320@qq.com>
Date:   Mon Mar 21 19:49:15 2022 +0800

    3.21(未合并)
    完成火焰,碎石交互,武器升级替换。
    设置好打雷演出框架,自动追击的雷击框架,尚未加入碰撞判定。

commit 698339a63c5ad608945a2e5702b7b216c97245c3
Author: lspdC <961907320@qq.com>
Date:   Sun Mar 20 23:28:11 2022 +0800

    3.20 和京力交融之后的版本

commit 44c4946a717cd915dae1c92cb536031abf2f9343
Author: lspdC <961907320@qq.com>
Date:   Sun Mar 20 23:24:29 2022 +0800

    3.20
    整理了树木交互,写了个具体互动物品的基类。
    创建了火类,实现火焰交互示意(拿上木棍才能成功交互)。

commit 1b5d15c2d2c98a71d12a79c9443d9cf4c89c7f40
Author: lspdC <961907320@qq.com>
Date:   Sun Mar 20 14:43:08 2022 +0800

    sb coding

# Conflicts:
#	Assets/Animate/Thunder/LightAttack.anim
#	Assets/Animate/Tree/Tree.controller
#	Assets/Animate/Tree/TreeByFrame.anim
#	Assets/Prefabs/着火.prefab
#	Assets/Prefabs/石斧.prefab
#	Assets/Prefabs/雷电将军.prefab
#	Assets/Scenes/乐/Sample1.unity
#	Assets/Scenes/勍/InteractTest.unity
#	Assets/Scenes/勍/场景3.unity
#	Assets/Scripts/乐/Fire.cs
#	Assets/Scripts/乐/Player.cs
#	Assets/Scripts/乐/Shu.cs
#	Assets/Scripts/乐/Stone.cs
#	Assets/Scripts/乐/Thunder.cs
#	Logs/ApiUpdaterCheck.txt
#	UserSettings/EditorUserSettings.asset
2022-04-01 20:10:20 +08:00

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Thunder : MonoBehaviour
{
Player player;
float interactTime = 2f;
bool haveInteracted = false;
Animator anim;
void Start()
{
anim = GetComponent<Animator>();
}
void Update()
{
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.TryGetComponent<Player>(out player)&&haveInteracted == false) {
StopPlayerInput();
Debug.Log("播打雷动画");
anim.SetTrigger("Active");
Invoke(nameof(ResetPlayerInput),interactTime);
haveInteracted = true;
}
else
Debug.Log("未能监测到Player请检查脑子是否有问题");
}
public void StopPlayerInput() {
player.ToMap("Null");
}
public void ResetPlayerInput() {
player.ToMap("Normal");
}
}