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

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using System.Collections;
using System.Collections.Generic;
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;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD>е<EFBFBD><D0B5><EFBFBD>Ʒ
public GameObject currentItem = null;
private Skill_Pick skill_Pick;
private Skill_Jump skill_Jump;
private Skill_watering skill_Watering;
// 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>();
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}
// Update is called once per frame
void Update()
{
Skill_Watering();
Skill_Pick();
}
//ʰȡ
void Skill_Pick()
{
if (Input.GetKeyDown(KeyCode.F))
{
currentItem = skill_Pick.Pick();
}
if (Input.GetKeyDown(KeyCode.Q))
{
skill_Pick.Drop(currentItem);
}
}
//<2F><>Խ<EFBFBD><D4BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void Jump()
{
}
//<2F><>ˮ
void Skill_Watering()
{
if (currentItem == null)
{
return;
}
if (Input.GetMouseButtonDown(0))
{
skill_Watering.StartWatering(currentItem);
}
if (Input.GetMouseButtonUp(0))
{
skill_Watering.StopWatering(currentItem);
}
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}
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}