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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

/// <summary>
/// 回旋镖
/// </summary>
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
	/// </summary>
	/// <param name="owner"></param>
	/// <returns></returns>
	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<Boomerang>(ResourceManager.Instance.Load<Boomerang>(prefabPath));
			CrewScript crew = owner.GetComponent<CrewScript>();
			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)
	{
	}

}