_xiaofang/xiaofang/Assets/Script/Item/Fire.cs

125 lines
2.7 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 = 3.0f; // 灭火所需的时间
private float holdTime = 0f; // 按住按钮的计时
//private Firestate firestate = Firestate.NotExtinguishFire;
private CharacterControl characterControl;//玩家控制器
void Start()
{
}
void Update()
{
MieFire();
}
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();
}
}
// 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>();
}
}
// 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;
}
}
// 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;
}
}
}