_xiaofang/xiaofang/Assets/Script/Item/Fire.cs
huyulong 13f74a2139 add
2024-12-05 09:21:07 +08:00

217 lines
5.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum Firestate
{
ExtinguishFire,//灭火
NotExtinguishFire//未灭火
}
public class Fire : MonoBehaviour
{
private 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
public float fireHurt = 10f;
public float dis;
public float maxfiredis = 2f;
public float firedis = 4f;
public PlayerState ps;
public UseSkill us;
float timer = 0;
//private Firestate firestate = Firestate.NotExtinguishFire;
private CharacterControl characterControl;//玩家控制器
void Start()
{
us = GameObject.Find("player").GetComponent<UseSkill>();
ps = GameObject.Find("player").GetComponent<PlayerState>();
}
void Update()
{
HurtPeople();
if (us.currentItem.transform.name != "NoFire" || us.currentItem == null)
{
return;
}
else
{
MieFire();
}
}
public void HurtPeople()
{
dis = Vector3.Distance(GameObject.Find("player").transform.position, this.transform.position);
if(dis<maxfiredis)
{
timer += Time.deltaTime;
//Debug.Log("进入扣血");
if (timer > 1f)
{
//Debug.Log("================================================");
ps.beHurt(fireHurt);
timer = 0;
}
}
}
public void MieFire()
{
//// 检查玩家是否在范围内且按住灭火键
//if (isPlayerInRange && Input.GetMouseButton(0))
//{
// // 禁用玩家控制器,防止玩家移动
// if (!isExtinguishing)
// DisablePlayerControl();
// holdTime += Time.deltaTime;
// Debug.Log("灭火计时:" + holdTime);
// if (holdTime >= extinguishTime && !isExtinguishing)
// {
// // 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
// }
//}
//else
//{
// //Debug.Log("松开按键");
// // 如果玩家松开按键或者离开范围,重置计时
// holdTime = 0f;
// isExtinguishing = false;
// // 恢复玩家控制器
// if (!Input.GetMouseButton(0)) EnablePlayerControl();
//}
if (isPlayerInRange && Input.GetMouseButton(0))
{
// 计算玩家与火源的距离
dis = Vector3.Distance(GameObject.Find("player").transform.position, this.transform.position);
// 如果玩家距离火源足够近且按下鼠标左键才触发灭火
if (dis <= firedis)
{
// 禁用玩家控制器,防止玩家移动
if (!isExtinguishing)
DisablePlayerControl();
holdTime += Time.deltaTime;
Debug.Log("灭火计时:" + holdTime);
if (holdTime >= extinguishTime && !isExtinguishing)
{
// 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
}
}
}
else
{
// 如果松开按键或者离开范围,重置计时
holdTime = 0f;
isExtinguishing = false;
// 恢复玩家控制器
if (!Input.GetMouseButton(0)) EnablePlayerControl();
}
}
// 开始火焰
public void StartFire()
{
this.gameObject.SetActive(true);
isExtinguishing = false; // 重置灭火状态
}
// 停止火焰
public void StopFire()
{
this.characterControl.Restore();
this.gameObject.SetActive(false);
Debug.Log("火焰已被熄灭");
}
// 当玩家进入火焰范围时触发
private void OnTriggerEnter(Collider other)
{
//if (other.CompareTag("Player"))
//{
// isPlayerInRange = true; // 玩家进入范围
// characterControl = other.GetComponent<CharacterControl>();
//}
if (other.CompareTag("Player"))
{
isPlayerInRange = true; // 玩家进入范围
characterControl = other.GetComponent<CharacterControl>();
// 可以调整此处的触发范围
float playerDistance = Vector3.Distance(other.transform.position, this.transform.position);
if (playerDistance <= maxfiredis)
{
isPlayerInRange = true;
}
else
{
isPlayerInRange = false;
}
}
}
// 当玩家离开火焰范围时触发
private void OnTriggerExit(Collider other)
{
//if (other.CompareTag("Player"))
//{
// isPlayerInRange = false; // 玩家离开范围
// characterControl = null;
//}
if (other.CompareTag("Player"))
{
isPlayerInRange = false; // 玩家离开范围
characterControl = null;
}
}
// 禁用玩家控制器
private void DisablePlayerControl()
{
if (characterControl != null)
{
characterControl.enabled = false;
}
}
// 启用玩家控制器
private void EnablePlayerControl()
{
if (characterControl != null)
{
characterControl.enabled = true;
}
}
}