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+ if (item.transform.name == "gun") + { + xfs = item.GetComponent().Xfs; + } // 将物品设置为玩家手部的子对象,并调整其位置和旋转 item.transform.SetParent(rightHand, true); // false表示保持物品的世界旋转和位置 item.transform.localPosition = relativePosition; // 假设玩家手中有一个默认的持物位置 item.transform.localRotation = Quaternion.Euler(relativeRotation); // 重置旋转 Destroy(item.GetComponent()); - + Debug.Log("^^^^^^^^^^^^^^^^^^^^^^^^^"); // 更新当前持有的物品 return item; @@ -98,7 +101,10 @@ public class Skill_Pick : MonoBehaviour { itemCollider.enabled = true; } - + if (currentItem.transform.name == "gun") + { + xfs = null; + } currentItem.AddComponent(); // 将物品放置在玩家当前位置的地面上 diff --git a/xiaofang/Assets/Script/Character/Skills/Skill_watering.cs b/xiaofang/Assets/Script/Character/Skills/Skill_watering.cs index 62f86994..9421bdb4 100644 --- a/xiaofang/Assets/Script/Character/Skills/Skill_watering.cs +++ b/xiaofang/Assets/Script/Character/Skills/Skill_watering.cs @@ -37,6 +37,10 @@ public class Skill_watering : MonoBehaviour { currentItem.GetComponent().StopFire(); } + if (currentItem.GetComponent() != null) + { + currentItem.GetComponent().water.SetActive(false); + } } public void StopWateringAnim( ) { @@ -72,9 +76,9 @@ public class Skill_watering : MonoBehaviour currentItem.GetComponent().StartFire(); } - if (currentItem.gameObject.name == "gun") + if (currentItem.GetComponent() != null) { - XFS.instance.water.SetActive(true); + currentItem.GetComponent().water.SetActive(true); } } } diff --git a/xiaofang/Assets/Script/Character/Skills/UseSkill.cs b/xiaofang/Assets/Script/Character/Skills/UseSkill.cs index 7dec7409..17bf2068 100644 --- a/xiaofang/Assets/Script/Character/Skills/UseSkill.cs +++ b/xiaofang/Assets/Script/Character/Skills/UseSkill.cs @@ -18,7 +18,7 @@ public class UseSkill : MonoBehaviour // 玩家手中当前持有的物品 //[HideInInspector] public GameObject currentItem = null; - + public XFS Xfs; public Skill_Pick _skill_Pick; public Skill_Jump _skill_Jump; public Skill_watering _skill_Watering; @@ -44,8 +44,8 @@ public class UseSkill : MonoBehaviour { if(currentItem.gameObject.name=="gun") { - float dis= Vector3.Distance(GameObject.Find("player").transform.position, XFS.instance.transform.position); - if (dis >= 30f) + float dis= Vector3.Distance(GameObject.Find("player").transform.position, Xfs.gameObject.transform.position); + if (dis >= 20f) { Drop(); @@ -63,7 +63,7 @@ public class UseSkill : MonoBehaviour currentItem = null; } currentItem = _skill_Pick.Pick(); - + Xfs= _skill_Pick.xfs; if (currentItem.transform.name == "NoFire") { currentItem.transform.Rotate(180f, -80f, -30f); @@ -89,6 +89,7 @@ public class UseSkill : MonoBehaviour } if (currentItem.transform.name == "gun") { + currentItem.transform.rotation = new Quaternion(61.7036781f, 186.325302f, 348.049622f, 0); } } @@ -96,7 +97,7 @@ public class UseSkill : MonoBehaviour public void Drop() { currentItem = _skill_Pick.Drop(currentItem); - + Xfs = null; } //拾取 void Skill_Pick() @@ -109,13 +110,11 @@ public class UseSkill : MonoBehaviour 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); + if (currentItem.transform.name == "gun") { + currentItem.transform.rotation = new Quaternion(61.7036781f, 186.325302f, 348.049622f, 0); + Xfs = null; } - if (Input.GetKeyDown(KeyCode.Q)) - { - currentItem = _skill_Pick.Drop(currentItem); - } } diff --git a/xiaofang/Assets/Script/Item/Fire.cs b/xiaofang/Assets/Script/Item/Fire.cs index 95e2099b..65ba107a 100644 --- a/xiaofang/Assets/Script/Item/Fire.cs +++ b/xiaofang/Assets/Script/Item/Fire.cs @@ -12,7 +12,7 @@ public enum Firestate public class Fire : MonoBehaviour { - private bool isPlayerInRange = false; // 检查玩家是否在范围内 + public bool isPlayerInRange = false; // 检查玩家是否在范围内 private bool isExtinguishing = false; // 是否正在灭火 public float extinguishTime = 3f; // 灭火所需的时间 private float holdTime = 0f; // 按住按钮的计时 @@ -45,10 +45,7 @@ public class Fire : MonoBehaviour HurtPeople(); - if (XFS.instance.IShavewater) - { - MieFire(); - } + if (UseSkill == null) { @@ -58,8 +55,8 @@ public class Fire : MonoBehaviour { return; } - else if(UseSkill.currentItem.transform.name != "NoFire") - { + else if(UseSkill.currentItem.transform.name != "NoFire" && UseSkill.currentItem.transform.name!="gun") + { return; } MieFire(); @@ -114,6 +111,7 @@ public class Fire : MonoBehaviour // // 恢复玩家控制器 // if (!Input.GetMouseButton(0)) EnablePlayerControl(); //} + Debug.Log(11111111); if (isPlayerInRange&& UseSkill.IsWater) { // 计算玩家与火源的距离 @@ -135,10 +133,6 @@ public class Fire : MonoBehaviour // 如果玩家按住键达到指定时间,停止火焰 StopFire(); isExtinguishing = true; // 防止重复触发灭火 - if (XFS.instance.IShavewater) - { - XFS.instance.water.SetActive(false); - } } } diff --git a/xiaofang/Assets/Script/Item/NoFire.cs b/xiaofang/Assets/Script/Item/NoFire.cs index 1a2d48b2..f22cdf73 100644 --- a/xiaofang/Assets/Script/Item/NoFire.cs +++ b/xiaofang/Assets/Script/Item/NoFire.cs @@ -6,6 +6,8 @@ public class NoFire : MonoBehaviour { //喷射点 private GameObject MuzzlePos; + + public bool isuse = false; // Start is called before the first frame update void Start() { @@ -26,10 +28,12 @@ public class NoFire : MonoBehaviour public void StartFire() { MuzzlePos.SetActive(true); + isuse=true; } public void StopFire() { MuzzlePos.SetActive(false); + isuse=false; } } diff --git a/xiaofang/Assets/Script/XFS.cs b/xiaofang/Assets/Script/XFS.cs index 4b5cac9b..aaa6e419 100644 --- a/xiaofang/Assets/Script/XFS.cs +++ b/xiaofang/Assets/Script/XFS.cs @@ -5,7 +5,7 @@ using UnityEngine.UI; public class XFS : MonoBehaviour { - public static XFS instance; + // Start is called before the first frame update public Button ConnectGun; public Button ConnectFa; @@ -22,7 +22,7 @@ public class XFS : MonoBehaviour void Start() { ShuiguanGameObject.SetActive(false); - instance =this; + UseSkill.Xfs = this; ConnectGun.onClick.AddListener((() => { PLayerLook(); @@ -62,14 +62,15 @@ public class XFS : MonoBehaviour public void openFa() { - water = Instantiate(firewater); + UseSkill.Initgun(); + water = Instantiate(firewater); water.transform.SetParent(Gun.transform); water.transform.localPosition = new Vector3(0, 0, 0); water.transform.localRotation = new Quaternion(0, 180, 0, 0); CharacterControl.enabled = true; water.SetActive(false); IShavewater = true; - UseSkill.Initgun(); + Gun.GetComponent().water=water; CharacterControl.DragTheScreen.enabled = true; } // Update is called once per frame diff --git a/xiaofang/Assets/Script/watergun.cs b/xiaofang/Assets/Script/watergun.cs new file mode 100644 index 00000000..ac5e80b9 --- /dev/null +++ b/xiaofang/Assets/Script/watergun.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class watergun : MonoBehaviour +{ + public XFS Xfs; + public GameObject water; + // Start is called before the first frame update + void Start() + { + Xfs=this.transform.parent.GetComponent(); + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/xiaofang/Assets/Script/watergun.cs.meta b/xiaofang/Assets/Script/watergun.cs.meta new file mode 100644 index 00000000..ca9ce9ac --- /dev/null +++ b/xiaofang/Assets/Script/watergun.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9ee3f53d86720f249a148ad9823e0198 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: