using System.Collections; using System.Collections.Generic; using UnityEngine; // 玩家角色控制器 [DisallowMultipleComponent] public class PCController : UnitController { public static PCController instance; #region Unit的三种效果 public UnitAfterImage unitAfterImage; public UnitImageEffect unitImageEffect; public UnitLensEffect unitLensEffect; #endregion public override UnitType type { get { return UnitType.PC; } } private void Awake() { instance = this; } protected override void Initialize() { base.Initialize(); unitState = GetOrAddUnitComponent(); unitState.Initialize(); unitAnimation = GetOrAddUnitComponent(); unitAnimation.Initialize(); unitAfterImage = GetOrAddUnitComponent(); unitAfterImage.Initialize(); unitImageEffect = GetOrAddUnitComponent(); unitImageEffect.Initialize(); unitLensEffect = GetOrAddUnitComponent(); unitLensEffect.Initialize(); } public override void Update() { base.Update(); unitAfterImage.OnUpdate(); unitImageEffect.OnUpdate(); } public override void OnHit(CollisionInfo info) { ColliderBox hitbox = info.collider.colliderInfo.collider; Debug.Assert(hitbox.type == ColliderBox.EColliderType.HitBox); } public override void OnGetHit(CollisionInfo info) { } public override void OnGrab() { } public override void OnPull() { } }