74 lines
2.2 KiB
C#
74 lines
2.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BombingArea : MonoBehaviour
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{
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// Start is called before the first frame update
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private bool bombing = false;//是否正在轰炸
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public GameObject shell;//炮弹游戏物体
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// [Tooltip("炮弹阴影Y轴的偏移量")]
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// public float shellShadowYOffset;//炮弹阴影Y轴的偏移量,因为复杂原因,必须使用此变量调整阴影的Y位置
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private float minimumTimeInterval;
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private float maximumTimeInterval;//生成炮弹的最小和最大时间间隔
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private float maxOffSetOfShell;//生成炮弹离玩家的最大偏移量
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private float leftTime = 0f;
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private IndexRecoder indexRecoder;
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private M_Player player;
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private float shellHeight;
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void Start()
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{
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Init();
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}
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// Update is called once per frame
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void Update()
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{
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if(bombing) Bomb();
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}
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private void Init()
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{
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indexRecoder = FindObjectOfType<IndexRecoder>();
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minimumTimeInterval = indexRecoder.bombingAreaMinimumTimeInterval;
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maximumTimeInterval = indexRecoder.bombingAreaMaximumTimeInterval;
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maxOffSetOfShell = indexRecoder.bombingAreaMaxOffSetOfShell;
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shellHeight = indexRecoder.bombingAreaShellHeight;
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player = FindObjectOfType<M_Player>();
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}
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private void Bomb()
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{
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if(leftTime <= 0f)
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{
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Instantiate(shell,//生成炮弹
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player.transform.position + //以玩家位置
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new Vector3(Random.Range(-maxOffSetOfShell,maxOffSetOfShell),//加上水平方向的偏移量
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shellHeight,0),//竖直方向给高度
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Quaternion.identity);
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leftTime = Random.Range(minimumTimeInterval,maximumTimeInterval);
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}
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else leftTime -= Time.deltaTime;
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}
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void OnTriggerEnter2D(Collider2D other)
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{
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if(other.tag == "Player")//当玩家进入轰炸区
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{
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bombing = true;
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}
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}
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void OnTriggerExit2D(Collider2D other)
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{
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if(other.tag == "Player")//当玩家退出轰炸区
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{
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bombing = false;
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}
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}
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}
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