扣血逻辑
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358701471d
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@ -2792,6 +2792,7 @@ GameObject:
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- component: {fileID: 382802819}
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- component: {fileID: 382802818}
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- component: {fileID: 382802821}
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- component: {fileID: 382802822}
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m_Layer: 0
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m_Name: player
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m_TagString: Player
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@ -2981,6 +2982,21 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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cha: {fileID: 0}
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xfs: {fileID: 0}
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--- !u!114 &382802822
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 382802809}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 95a6a9a5d2e4ad24da328a2ea07ab37c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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totalHp: 100
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currentHp: 100
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defend: 0
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--- !u!1001 &383747424
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PrefabInstance:
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m_ObjectHideFlags: 0
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@ -13575,6 +13591,10 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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extinguishTime: 3
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dis: 0
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maxfiredis: 0
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playerObj: {fileID: 0}
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us: {fileID: 0}
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--- !u!135 &1629676688
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SphereCollider:
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m_ObjectHideFlags: 0
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@ -15,34 +15,70 @@ public class Fire : MonoBehaviour
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private bool isExtinguishing = false; // 是否正在灭火
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public float extinguishTime = 3.0f; // 灭火所需的时间
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private float holdTime = 0f; // 按住按钮的计时
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public float fireHurt = 10f;
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public float dis;
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public float maxfiredis = 2f;
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public PlayerState ps;
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public UseSkill us;
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float timer = 0;
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//private Firestate firestate = Firestate.NotExtinguishFire;
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private CharacterControl characterControl;//玩家控制器
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void Start()
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{
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us = GameObject.Find("player").GetComponent<UseSkill>();
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ps = GameObject.Find("player").GetComponent<PlayerState>();
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}
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void Update()
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{
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HurtPeople();
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if (us.currentItem.transform.name != "NoFire" || us.currentItem == null)
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{
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return;
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}
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else
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{
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MieFire();
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}
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}
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public void HurtPeople()
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{
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timer += Time.deltaTime;
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Debug.Log("½øÈë¿ÛѪ");
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if(timer > 1f)
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{
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Debug.Log("================================================");
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ps.beHurt(fireHurt);
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timer = 0;
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}
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}
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public void MieFire()
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{
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// 检查玩家是否在范围内且按住灭火键
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if (isPlayerInRange && Input.GetMouseButton(0))
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{
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// 禁用玩家控制器,防止玩家移动
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if (!isExtinguishing)
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if (!isExtinguishing)
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DisablePlayerControl();
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holdTime += Time.deltaTime;
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@ -64,6 +100,8 @@ public class Fire : MonoBehaviour
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// 恢复玩家控制器
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if (!Input.GetMouseButton(0)) EnablePlayerControl();
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}
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}
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@ -6,7 +6,7 @@ public class PlayerState : MonoBehaviour
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{
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[Header("鯤소悧沂좆")]
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public float totalHp;
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public float totalHp = 100;
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[Header("鯤소뎠품沂좆")]
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public float currentHp;
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[Header("둬예제")]
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@ -16,7 +16,7 @@ public class PlayerState : MonoBehaviour
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// Start is called before the first frame update
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void Start()
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{
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currentHp = totalHp;
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}
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// Update is called once per frame
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@ -25,10 +25,10 @@ public class PlayerState : MonoBehaviour
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}
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public void beHurt(int hurt)
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public void beHurt(float hurt)
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{
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Debug.Log(currentHp -= hurt);
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currentHp -= hurt;
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Debug.Log(currentHp);
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if(currentHp <= 0)
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{
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Debug.Log("콱价죄");
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