using System.Collections; using System.Collections.Generic; using UnityEngine; public class enemy : Role { public string enemyId; [Header("移动速度")] public float moveSpeed; [HideInInspector] public float harmNumber=0;//伤害 public float HarmNumber { get=> harmNumber; set { harmNumber=value; Debug.Log(enemyId+"总伤害"+ harmNumber ); } } public override void Start() { base.Start(); // AnimationTree[0].CharacterAnimationFrameInterval =(int)moveSpeed * 4; if (camp == Camp.Enemy) { //开始移动 Init(InitEnenyData.instance.GetRandomWaypoints()); } } public void Init(waypoints _waypoints) { base.Navigation.waypoints = _waypoints; //开始移动 Navigation.MoveToNextWaypoint(this.gameObject,moveSpeed); } public override void die() { base.die(); if (Application.isPlaying) { // 将当前敌人对象放入死亡池 if (SpawnPool.intance != null ) { SkillBox.instance.AddExperience(6,this.gameObject.transform); } UIContorl.instance.Killnumber += 1; } } private void OnTriggerEnter2D(Collider2D collision) { // Debug.Log("进入范围检测"); if (this.camp == Camp.Enemy && collision.tag == "House") { UIContorl.instance.Hp -= 1; Destroy(this.gameObject); } } }