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objectReference: {fileID: 1068997306}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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--- !u!1001 &2907630900810539152
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|
@ -49,18 +49,7 @@ public class CharacterControl : MonoBehaviour
|
|||||||
//跑步时平滑切换fov
|
//跑步时平滑切换fov
|
||||||
private float targetFOV;
|
private float targetFOV;
|
||||||
|
|
||||||
private Button recubtn;//救援按钮
|
|
||||||
private Button disbtn;//配电箱按钮
|
|
||||||
private Button connectgun;//连接水枪按钮
|
|
||||||
private Button connectfa;//连接水阀按钮
|
|
||||||
private Button openfa;//打开水阀按钮
|
|
||||||
private Image Timermusk;
|
|
||||||
private Text TimerText;
|
|
||||||
|
|
||||||
private int XfsStep=0;
|
|
||||||
|
|
||||||
public GameObject cha;
|
|
||||||
public GameObject xfs;
|
|
||||||
|
|
||||||
//private Animator animator;
|
//private Animator animator;
|
||||||
//private AnimatorStateInfo stateInfo;
|
//private AnimatorStateInfo stateInfo;
|
||||||
@ -74,29 +63,7 @@ public class CharacterControl : MonoBehaviour
|
|||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
xfs = GameObject.Find("Canvas/xfs");
|
|
||||||
|
|
||||||
recubtn = GameObject.Find("Canvas/Recuse").GetComponent<Button>();
|
|
||||||
disbtn = GameObject.Find("Canvas/Distribution box").GetComponent<Button>();
|
|
||||||
connectgun = GameObject.Find("Canvas/xfs/ConnectGun").GetComponent<Button>();
|
|
||||||
connectfa = GameObject.Find("Canvas/xfs/ConnectFa").GetComponent<Button>();
|
|
||||||
openfa = GameObject.Find("Canvas/xfs/OpenFa").GetComponent<Button>();
|
|
||||||
Timermusk = GameObject.Find("Canvas/xfs/Timerbg/Timermusk").GetComponent<Image>();
|
|
||||||
TimerText = GameObject.Find("Canvas/xfs/Timerbg/Timermusk/Timernumer").GetComponent<Text>();
|
|
||||||
//animator = this.GetComponent<Animator>();
|
|
||||||
// stateInfo = animator.GetCurrentAnimatorStateInfo(0);
|
|
||||||
|
|
||||||
recubtn.gameObject.SetActive(false);
|
|
||||||
disbtn.gameObject.SetActive(false);
|
|
||||||
xfs.gameObject.SetActive(false);
|
|
||||||
|
|
||||||
|
|
||||||
recubtn.onClick.AddListener(Recuse);
|
|
||||||
disbtn.onClick.AddListener(disClick);
|
|
||||||
connectgun.onClick.AddListener(CgunClick);
|
|
||||||
connectfa.onClick.AddListener(CfaClick);
|
|
||||||
openfa.onClick.AddListener(OfaClick);
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -260,155 +227,6 @@ public class CharacterControl : MonoBehaviour
|
|||||||
// }
|
// }
|
||||||
//}
|
//}
|
||||||
|
|
||||||
void Recuse()//救援操作
|
|
||||||
{
|
|
||||||
Characterain.SetSkillAin(CharacterSkill.Rescue);
|
|
||||||
StartCoroutine("Rescuereturn");
|
|
||||||
}
|
|
||||||
|
|
||||||
void disClick()//配电箱操作
|
|
||||||
{
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void CgunClick()//连接水枪操作
|
|
||||||
{
|
|
||||||
if (XfsStep == 0)
|
|
||||||
{
|
|
||||||
//执行操作动画
|
|
||||||
Debug.Log("连接水枪");
|
|
||||||
CoGunHide(0);
|
|
||||||
XfsStep++;
|
|
||||||
StartCoroutine(AnimTime(5));
|
|
||||||
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
|
|
||||||
//执行操作失败动画
|
|
||||||
Debug.Log("操作失败,重新开始");
|
|
||||||
XfsStep = 0;
|
|
||||||
CoGunHide(0);
|
|
||||||
Characterain.SetSkillAin(CharacterSkill.OperateFail);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void CfaClick()//连接水阀操作
|
|
||||||
{
|
|
||||||
if (XfsStep == 1)
|
|
||||||
{
|
|
||||||
//执行操作动画
|
|
||||||
Debug.Log("连接水阀");
|
|
||||||
CoGunHide(1);
|
|
||||||
XfsStep++;
|
|
||||||
connectfa.gameObject.SetActive(false);
|
|
||||||
|
|
||||||
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
//执行操作失败动画
|
|
||||||
XfsStep = 0;
|
|
||||||
CoGunHide(0);
|
|
||||||
Characterain.SetSkillAin(CharacterSkill.OperateFail);
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void OfaClick()//打开水阀操作
|
|
||||||
{
|
|
||||||
if (XfsStep == 2)
|
|
||||||
{
|
|
||||||
//执行操作动画
|
|
||||||
Debug.Log("打开水阀");
|
|
||||||
CoGunHide(1);
|
|
||||||
XfsStep++;
|
|
||||||
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
|
|
||||||
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
//执行操作失败动画
|
|
||||||
XfsStep = 0;
|
|
||||||
CoGunHide(0);
|
|
||||||
Characterain.SetSkillAin(CharacterSkill.OperateFail);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
IEnumerator AnimTime(float timer)
|
|
||||||
{
|
|
||||||
|
|
||||||
//Timermusk.fillAmount = (5 - 0.2f * Time.deltaTime) / 5;
|
|
||||||
//TimerText.text = "" + ((5 - 0.2f * Time.deltaTime) / 5).ToString("F2");
|
|
||||||
yield return new WaitForSeconds(1f);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
IEnumerator Rescuereturn()//携程实现npc被救援成功后进行撤离
|
|
||||||
{
|
|
||||||
recubtn.gameObject.SetActive(false);
|
|
||||||
yield return new WaitForSeconds(2);
|
|
||||||
Characterain.SetSkillAin(CharacterSkill.NoSkill);
|
|
||||||
cha.GetComponent<RecuseNpc>().Setnpcstate();
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void OperateClick()//帧事件函数,等动作执行完毕允许点击按钮
|
|
||||||
{
|
|
||||||
Characterain.SetSkillAin(CharacterSkill.NoSkill);
|
|
||||||
CoApper();
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void CoGunHide(int Hide)//执行动作期间对按钮进行隐藏
|
|
||||||
{
|
|
||||||
switch (Hide)
|
|
||||||
{
|
|
||||||
case 0:
|
|
||||||
connectgun.gameObject.SetActive(false);
|
|
||||||
connectfa.gameObject.SetActive(false);
|
|
||||||
openfa.gameObject.SetActive(false);
|
|
||||||
break;
|
|
||||||
case 1:
|
|
||||||
openfa.gameObject.SetActive(false);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void CoApper()//显示当前步骤应该出现的按钮
|
|
||||||
{
|
|
||||||
switch (XfsStep)
|
|
||||||
{
|
|
||||||
case 0:
|
|
||||||
connectgun.gameObject.SetActive(true);
|
|
||||||
connectfa.gameObject.SetActive(true);
|
|
||||||
openfa.gameObject.SetActive(true);
|
|
||||||
break;
|
|
||||||
case 1:
|
|
||||||
connectfa.gameObject.SetActive(true);
|
|
||||||
openfa.gameObject.SetActive(true);
|
|
||||||
break;
|
|
||||||
case 2:
|
|
||||||
openfa.gameObject.SetActive(true);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
public void Restore()//启用fire那边造成的脚本隐藏
|
public void Restore()//启用fire那边造成的脚本隐藏
|
||||||
|
208
xiaofang/Assets/Script/Character/CharacterInturn.cs
Normal file
208
xiaofang/Assets/Script/Character/CharacterInturn.cs
Normal file
@ -0,0 +1,208 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
public class CharacterInturn : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
private Button recubtn;//救援按钮
|
||||||
|
private Button disbtn;//配电箱按钮
|
||||||
|
private Button connectgun;//连接水枪按钮
|
||||||
|
private Button connectfa;//连接水阀按钮
|
||||||
|
private Button openfa;//打开水阀按钮
|
||||||
|
//private Image Timermusk;
|
||||||
|
//private Text TimerText;
|
||||||
|
|
||||||
|
private CharacterAin Characterain;
|
||||||
|
|
||||||
|
private int XfsStep = 0;
|
||||||
|
|
||||||
|
public GameObject cha;
|
||||||
|
public GameObject xfs;
|
||||||
|
private GameObject timer;
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
xfs = GameObject.Find("Canvas/xfs");
|
||||||
|
|
||||||
|
recubtn = GameObject.Find("Canvas/Recuse").GetComponent<Button>();
|
||||||
|
disbtn = GameObject.Find("Canvas/Distribution box").GetComponent<Button>();
|
||||||
|
connectgun = GameObject.Find("Canvas/xfs/ConnectGun").GetComponent<Button>();
|
||||||
|
connectfa = GameObject.Find("Canvas/xfs/ConnectFa").GetComponent<Button>();
|
||||||
|
openfa = GameObject.Find("Canvas/xfs/OpenFa").GetComponent<Button>();
|
||||||
|
//Timermusk = GameObject.Find("Canvas/xfs/Timerbg/Timermusk").GetComponent<Image>();
|
||||||
|
//TimerText = GameObject.Find("Canvas/xfs/Timerbg/Timermusk/Timernumer").GetComponent<Text>();
|
||||||
|
Characterain = this.GetComponent<CharacterAin>();
|
||||||
|
//animator = this.GetComponent<Animator>();
|
||||||
|
// stateInfo = animator.GetCurrentAnimatorStateInfo(0);
|
||||||
|
|
||||||
|
timer = GameObject.Find("Canvas/Timer");
|
||||||
|
|
||||||
|
recubtn.gameObject.SetActive(false);
|
||||||
|
disbtn.gameObject.SetActive(false);
|
||||||
|
xfs.gameObject.SetActive(false);
|
||||||
|
|
||||||
|
|
||||||
|
recubtn.onClick.AddListener(Recuse);
|
||||||
|
disbtn.onClick.AddListener(disClick);
|
||||||
|
connectgun.onClick.AddListener(CgunClick);
|
||||||
|
connectfa.onClick.AddListener(CfaClick);
|
||||||
|
openfa.onClick.AddListener(OfaClick);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void Recuse()//救援操作
|
||||||
|
{
|
||||||
|
Characterain.SetSkillAin(CharacterSkill.Rescue);
|
||||||
|
StartCoroutine(Rescuereturn(7f));
|
||||||
|
}
|
||||||
|
|
||||||
|
void disClick()//配电箱操作
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void CgunClick()//连接水枪操作
|
||||||
|
{
|
||||||
|
if (XfsStep == 0)
|
||||||
|
{
|
||||||
|
//执行操作动画
|
||||||
|
Debug.Log("连接水枪");
|
||||||
|
CoGunHide(0);
|
||||||
|
XfsStep++;
|
||||||
|
StartCoroutine(AnimTime(6f));
|
||||||
|
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
|
||||||
|
//执行操作失败动画
|
||||||
|
Debug.Log("操作失败,重新开始");
|
||||||
|
XfsStep = 0;
|
||||||
|
CoGunHide(0);
|
||||||
|
StartCoroutine(AnimTime(2f));
|
||||||
|
Characterain.SetSkillAin(CharacterSkill.OperateFail);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void CfaClick()//连接水阀操作
|
||||||
|
{
|
||||||
|
if (XfsStep == 1)
|
||||||
|
{
|
||||||
|
//执行操作动画
|
||||||
|
Debug.Log("连接水阀");
|
||||||
|
CoGunHide(1);
|
||||||
|
XfsStep++;
|
||||||
|
StartCoroutine(AnimTime(6f));
|
||||||
|
connectfa.gameObject.SetActive(false);
|
||||||
|
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//执行操作失败动画
|
||||||
|
XfsStep = 0;
|
||||||
|
CoGunHide(0);
|
||||||
|
StartCoroutine(AnimTime(2f));
|
||||||
|
Characterain.SetSkillAin(CharacterSkill.OperateFail);
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void OfaClick()//打开水阀操作
|
||||||
|
{
|
||||||
|
if (XfsStep == 2)
|
||||||
|
{
|
||||||
|
//执行操作动画
|
||||||
|
Debug.Log("打开水阀");
|
||||||
|
CoGunHide(1);
|
||||||
|
XfsStep++;
|
||||||
|
StartCoroutine(AnimTime(6f));
|
||||||
|
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//执行操作失败动画
|
||||||
|
XfsStep = 0;
|
||||||
|
CoGunHide(0);
|
||||||
|
StartCoroutine(AnimTime(2f));
|
||||||
|
Characterain.SetSkillAin(CharacterSkill.OperateFail);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
IEnumerator AnimTime(float timer)
|
||||||
|
{
|
||||||
|
TimerMgr.Instance.StartCooldown(timer, HandleCooldownFinished); // 传入冷却时间和结束事件
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandleCooldownFinished()//这里添加一个事件用来处理计时器冷却技术后的逻辑
|
||||||
|
{
|
||||||
|
Characterain.SetSkillAin(CharacterSkill.NoSkill);
|
||||||
|
CoApper();
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator Rescuereturn(float timer)//携程实现npc被救援成功后进行撤离
|
||||||
|
{
|
||||||
|
recubtn.gameObject.SetActive(false);
|
||||||
|
TimerMgr.Instance.StartCooldown(timer,HandleRescue);
|
||||||
|
yield return null;
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
void HandleRescue()
|
||||||
|
{
|
||||||
|
Characterain.SetSkillAin(CharacterSkill.NoSkill);
|
||||||
|
cha.GetComponent<RecuseNpc>().Setnpcstate();
|
||||||
|
}
|
||||||
|
void CoGunHide(int Hide)//执行动作期间对按钮进行隐藏
|
||||||
|
{
|
||||||
|
switch (Hide)
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
connectgun.gameObject.SetActive(false);
|
||||||
|
connectfa.gameObject.SetActive(false);
|
||||||
|
openfa.gameObject.SetActive(false);
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
openfa.gameObject.SetActive(false);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void CoApper()//显示当前步骤应该出现的按钮
|
||||||
|
{
|
||||||
|
switch (XfsStep)
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
connectgun.gameObject.SetActive(true);
|
||||||
|
connectfa.gameObject.SetActive(true);
|
||||||
|
openfa.gameObject.SetActive(true);
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
connectfa.gameObject.SetActive(true);
|
||||||
|
openfa.gameObject.SetActive(true);
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
openfa.gameObject.SetActive(true);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
11
xiaofang/Assets/Script/Character/CharacterInturn.cs.meta
Normal file
11
xiaofang/Assets/Script/Character/CharacterInturn.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: eccdd1a2db5ba4848bcb2eea6ed8ddb8
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
36
xiaofang/Assets/Script/TimerMgr.cs
Normal file
36
xiaofang/Assets/Script/TimerMgr.cs
Normal file
@ -0,0 +1,36 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using System;
|
||||||
|
public class TimerMgr : MonoBehaviour
|
||||||
|
{
|
||||||
|
public static TimerMgr Instance { get; private set; }
|
||||||
|
public GameObject cooldownTimerPrefab; // 在Inspector中拖入计时器预制体
|
||||||
|
private GameObject timerpos;
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (Instance == null)
|
||||||
|
{
|
||||||
|
Instance = this;
|
||||||
|
DontDestroyOnLoad(gameObject); // 保证管理器在场景之间不被销毁
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
timerpos = GameObject.Find("Canvas");
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StartCooldown(float cooldownTime, Action onFinished)
|
||||||
|
{
|
||||||
|
GameObject timer = Instantiate(cooldownTimerPrefab);
|
||||||
|
timer.transform.SetParent(timerpos.transform,false);
|
||||||
|
SkillCoolDownUI cooldownTimer = timer.GetComponent<SkillCoolDownUI>();
|
||||||
|
cooldownTimer.OnCooldownFinished += onFinished; // 订阅冷却结束事件
|
||||||
|
cooldownTimer.StartCooldown(cooldownTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
11
xiaofang/Assets/Script/TimerMgr.cs.meta
Normal file
11
xiaofang/Assets/Script/TimerMgr.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3aea4be46f13a644b9831ef083a643a6
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
46
xiaofang/Assets/Script/UI/SkillCoolDownUI.cs
Normal file
46
xiaofang/Assets/Script/UI/SkillCoolDownUI.cs
Normal file
@ -0,0 +1,46 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using System;
|
||||||
|
public class SkillCoolDownUI : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Image cooldownImage; // 拖动Image组件到这里
|
||||||
|
public Text cooldowntext;//显示计时器剩余时间
|
||||||
|
public event Action OnCooldownFinished; // 冷却结束事件
|
||||||
|
|
||||||
|
private Coroutine countdownCoroutine;
|
||||||
|
|
||||||
|
public void StartCooldown(float cooldownTime)
|
||||||
|
{
|
||||||
|
if (countdownCoroutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(countdownCoroutine);
|
||||||
|
}
|
||||||
|
countdownCoroutine = StartCoroutine(CooldownRoutine(cooldownTime));
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator CooldownRoutine(float cooldownTime)
|
||||||
|
{
|
||||||
|
float elapsed = 0f;
|
||||||
|
cooldownImage.fillAmount = 1; // 设置为满
|
||||||
|
|
||||||
|
while (elapsed < cooldownTime)
|
||||||
|
{
|
||||||
|
elapsed += Time.deltaTime;
|
||||||
|
cooldownImage.fillAmount = 1 - (elapsed / cooldownTime);
|
||||||
|
cooldowntext.text =((1 - (elapsed / cooldownTime))*10).ToString("F1");
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
HandleCooldownFinished();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleCooldownFinished()
|
||||||
|
{
|
||||||
|
cooldownImage.fillAmount = 0; // 重新设置为0
|
||||||
|
OnCooldownFinished?.Invoke(); // 触发冷却结束事件
|
||||||
|
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
11
xiaofang/Assets/Script/UI/SkillCoolDownUI.cs.meta
Normal file
11
xiaofang/Assets/Script/UI/SkillCoolDownUI.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a16d2947a13fe2640a5df99fa50fe75b
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -34,7 +34,7 @@ public class RecuseNpc : MonoBehaviour
|
|||||||
if(other.name == "Man")
|
if(other.name == "Man")
|
||||||
recusebtn.gameObject.SetActive(true);
|
recusebtn.gameObject.SetActive(true);
|
||||||
if (statebool) return;
|
if (statebool) return;
|
||||||
other.GetComponent<CharacterControl>().cha = this.gameObject ;
|
other.GetComponent<CharacterInturn>().cha = this.gameObject ;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnTriggerExit(Collider other)
|
private void OnTriggerExit(Collider other)
|
||||||
|
Loading…
Reference in New Issue
Block a user