_xiaofang/xiaofang/Assets/Script/Character/Skills/UseSkill.cs

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using System.Collections;
using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine;
/*
* ʹ<EFBFBD>ü<EFBFBD><EFBFBD>ܣ<EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƽű<EFBFBD>
*
*/
public class UseSkill : MonoBehaviour
{
//private CharacterAin CharacterAin;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD>е<EFBFBD><D0B5><EFBFBD>Ʒ
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//[HideInInspector]
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public GameObject currentItem = null;
public Skill_Pick _skill_Pick;
public Skill_Jump _skill_Jump;
public Skill_watering _skill_Watering;
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//Fire fire = new Fire();
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public bool IsWater = false;
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// Start is called before the first frame update
void Start()
{
_skill_Pick = transform.GetComponent<Skill_Pick>();
_skill_Jump = transform.GetComponent<Skill_Jump>();
_skill_Watering = transform.GetComponent<Skill_watering>();
//Debug.LogError(_skill_Pick.Pick());
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}
// Update is called once per frame
void Update()
{
Skill_Watering();
Skill_Pick();
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if (currentItem != null)
{
if(currentItem.gameObject.name=="gun")
{
float dis= Vector3.Distance(GameObject.Find("player").transform.position, XFS.instance.transform.position);
if (dis >= 20f)
{
Drop();
}
}
}
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}
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//<2F><><EFBFBD><EFBFBD>ˮ<EFBFBD><CBAE>
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public void Initgun()
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{
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if (currentItem != null)
{
currentItem = _skill_Pick.Drop(currentItem);
currentItem = null;
}
currentItem = _skill_Pick.Pick();
if (currentItem.transform.name == "NoFire")
{
currentItem.transform.Rotate(180f, -80f, -30f);
}
if (currentItem.transform.name == "gun")
{
currentItem.transform.rotation = new Quaternion(61.7036781f, 186.325302f, 348.049622f, 0);
}
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}
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public void Pick()
{
if (currentItem != null)
{
currentItem = _skill_Pick.Drop(currentItem);
currentItem = null;
}
currentItem = _skill_Pick.Pick();
if (currentItem.transform.name == "NoFire")
{
currentItem.transform.Rotate(180f, -80f, -30f);
}
if (currentItem.transform.name == "gun")
{
currentItem.transform.rotation = new Quaternion(61.7036781f, 186.325302f, 348.049622f, 0);
}
}
public void Drop()
{
currentItem = _skill_Pick.Drop(currentItem);
}
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//ʰȡ
void Skill_Pick()
{
if (Input.GetKeyDown(KeyCode.F))
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{
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Debug.LogError("F");
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//Debug.LogError(skill_Pick.Pick());
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if (currentItem != null)
{
currentItem = _skill_Pick.Drop(currentItem);
currentItem=null;
}
currentItem = _skill_Pick.Pick();
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if(currentItem.transform.name == "NoFire")
{
currentItem.transform.Rotate(180f, -80f, -30f);
}
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if (currentItem.transform.name == "gun")
{
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currentItem.transform.rotation = new Quaternion(61.7036781f, 186.325302f, 348.049622f, 0);
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}
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}
if (Input.GetKeyDown(KeyCode.Q))
{
currentItem = _skill_Pick.Drop(currentItem);
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}
}
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//<2F><>ˮ
void Skill_Watering()
{
if (currentItem == null)
{
return;
}
if (Input.GetMouseButtonDown(0))
{
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if (currentItem == null)
{
return;
}
Debug.Log(00000000000000000);
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IsWater=true;
_skill_Watering.StartWatering(currentItem);
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}
if (Input.GetMouseButtonUp(0))
{
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IsWater = false;
_skill_Watering.StopWatering(currentItem);
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if (currentItem.gameObject.name == "gun")
{
if (XFS.instance.IShavewater)
{
XFS.instance.water.SetActive(false);
}
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//currentItem.transform.rotation = new Quaternion(0, 180f,0, 0);
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}
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}
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}
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}