using System.Collections; using System.Collections.Generic; using UnityEngine; /* * 使用技能,需要人物身上有动画控制脚本 * */ public class UseSkill : MonoBehaviour { //private CharacterAin CharacterAin; // 玩家手中当前持有的物品 //[HideInInspector] public GameObject currentItem = null; public Skill_Pick _skill_Pick; public Skill_Jump _skill_Jump; public Skill_watering _skill_Watering; //Fire fire = new Fire(); // Start is called before the first frame update void Start() { _skill_Pick = transform.GetComponent(); _skill_Jump = transform.GetComponent(); _skill_Watering = transform.GetComponent(); //Debug.LogError(_skill_Pick.Pick()); } // Update is called once per frame void Update() { Skill_Watering(); Skill_Pick(); } //连接水管 public void Initgun(GameObject ob) { currentItem = _skill_Pick.Pick(); currentItem.transform.localRotation = new Quaternion(0, 180, 0, 0); } //拾取 void Skill_Pick() { if (Input.GetKeyDown(KeyCode.F)) { Debug.LogError("F"); //Debug.LogError(skill_Pick.Pick()); currentItem = _skill_Pick.Pick(); if(currentItem==null) return; if(currentItem.transform.name == "NoFire") { currentItem.transform.Rotate(180f, -80f, -30f); } } if (Input.GetKeyDown(KeyCode.Q)) { currentItem = _skill_Pick.Drop(currentItem); } } //洒水 void Skill_Watering() { if (currentItem == null) { return; } if (Input.GetMouseButtonDown(0)) { _skill_Watering.StartWatering(currentItem); if (currentItem.gameObject.name == "gun") { if (XFS.instance.IShavewater) { XFS.instance.water.SetActive(true); } } } if (Input.GetMouseButtonUp(0)) { _skill_Watering.StopWatering(currentItem); if (currentItem.gameObject.name == "gun") { if (XFS.instance.IShavewater) { XFS.instance.water.SetActive(false); } } } } }