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77 lines
2.6 KiB
77 lines
2.6 KiB
using System.Data;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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//武器伤害面板的计算方式 damage = (strAddition + level) * Character.str + (dexAddtion + level) * Character.dex
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// + basicDamage * level
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public class Wepon : MonoBehaviour
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{
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//补正
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public float strAddition = 1.0f;
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public float dexAddtion = 3.0f;
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//基础伤害
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public int basicDamage = 9;
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//对强韧度造成的伤害
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public int poiseDamgage = 1;
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//攻击消耗的行动点数
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public int movementCost = 3;
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//武器等级
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public int level = 0;
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public void SetRotation(Vector2 direction)
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{
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if(direction == Vector2.up)
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transform.localEulerAngles = new Vector3(0,0,180);
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if(direction == Vector2.right)
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transform.localEulerAngles = new Vector3(0,0,90);
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if(direction == Vector2.down)
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transform.localEulerAngles = new Vector3(0,0,0);
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if(direction == Vector2.left)
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transform.localEulerAngles = new Vector3(0,0,-90);
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}
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//武器有不同的攻击范围,选中角色时,可显示武器的攻击范围,并可以标记敌人。
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//显示攻击范围
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private void OnTriggerEnter2D(Collider2D other)
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{
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if(other.gameObject.tag == "Cell")
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{
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other.gameObject.GetComponent<Cell>().SetMask(true);
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}
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}
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//关闭显示攻击范围
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private void OnTriggerExit2D(Collider2D other)
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{
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if(other.gameObject.tag == "Cell")
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{
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other.gameObject.GetComponent<Cell>().SetMask(false);
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}
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}
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private void OnTriggerStay2D(Collider2D other)
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{
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//攻击功能
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if(Input.GetKeyDown("x"))
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{
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if(other.gameObject.layer == 8)
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{
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Cell cell = other.GetComponent<Cell>();
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Character enemy = cell.GetCurrentCharacter();
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if(enemy == null) return;
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Character self = transform.parent.GetComponent<Character>();
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if(enemy.groupNumber == self.groupNumber) return;
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//判定行动点是否足够
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if(self.GetCurrentMovement() >= movementCost)
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{
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self.ChangeMovement(-movementCost);
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if(cell.damage > 0)
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{
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self.ChangeHealth(-cell.damage);
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}
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enemy.ChangeHealth(-2);
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enemy.ChangePoise(-poiseDamgage);
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if(enemy.GetCurrentHealth() == 0)
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Destroy(enemy.gameObject);
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}
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}
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}
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}
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}
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