using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// 回旋镖 /// public class Weapon_Boomerang : WeaponBase { public override AutoMode autoMode => AutoMode.Condition; public override string name => "回旋镖"; public override string iconPath => "art/ui/weaponicon/boomerang"; string prefabPath = "prefabs/weapon/boomerang"; Boomerang boomerang; /// 接到回旋镖后重新掷出,否则间隔一段时间投掷 /// /// /// public override bool CheckCondition(GameObject owner) { return true; } public override void OnInitialize(GameObject owner) { base.OnInitialize(owner); boomerang = null; } public override void OnTrigger(GameObject owner) { if (boomerang == null) { boomerang = UnityEngine.Object.Instantiate(ResourceManager.Instance.Load(prefabPath)); CrewScript crew = owner.GetComponent(); Vector3 pos = crew.centre.position + new Vector3(crew.aimDirection.x, crew.aimDirection.y, 0) * 0.3f; boomerang.transform.position = pos; boomerang.Set(crew.aimDirection, 10f, 10f); } } public override void OnStop(GameObject owner) { } public override void Update(GameObject owner) { } }