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67 lines
2.0 KiB
67 lines
2.0 KiB
using UnityEngine; |
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using System.Collections; |
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public class OilFlowManage : MonoBehaviour |
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{ |
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private OilReveal oil; |
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[SerializeField] |
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private float FlowLateTime = 20; |
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void Start() |
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{ |
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oil = this.transform.Find("Oil").GetComponent<OilReveal>(); |
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} |
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void Update() |
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{ |
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if (oil.nodeValue >= oil.nodeYMax && !ranYouIsStart) |
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{ |
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ranYouIsStart = true; |
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RanYouControl(); |
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} |
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//if (GetComponent<Leak1Controller>().CatchFire) |
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//{ |
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// if (i < fireflow.Length) |
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// StartCoroutine(FireFlow(fireflow[i++], FlowLateTime)); |
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//} |
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} |
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void DelaySet() |
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{ |
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transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y, transform.localPosition.z + 3); |
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} |
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private bool ranYouIsStart; |
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private void RanYouControl() |
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{ |
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var ranyou = transform.Find("BottomOil"); |
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if (!ranyou.GetComponent<OilSpread>()) |
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ranyou.gameObject.AddComponent<OilSpread>(); |
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ranyou.GetComponent<OilSpread>().oilSpred = true; |
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} |
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[SerializeField] |
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private float flowSpeed = 2; |
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int i = 0;//火焰的索引 |
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public GameObject[] fireflow; |
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public GameObject fireDiffusion; |
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/// <summary> |
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/// 开启火的流淌 |
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/// </summary> |
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/// <param name="fireObj">火特效</param> |
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/// <param name="lateTime">延迟执行</param> |
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private IEnumerator FireFlow(GameObject fireObj, float lateTime) |
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{ |
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yield return new WaitForSeconds(lateTime); |
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if (fireDiffusion) |
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fireDiffusion.SetActive(true); |
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if (fireObj) |
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fireObj.SetActive(true); |
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if (!fireObj.GetComponent<FireFlow>()) |
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fireObj.AddComponent<FireFlow>(); |
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FireFlow fire = fireObj.GetComponent<FireFlow>(); |
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fire.flowSpeed = flowSpeed;//设置火焰蔓延速度 |
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fire.fireFlow = true;//开始蔓延 |
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if (i < fireflow.Length)//开启全部火焰 |
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StartCoroutine(FireFlow(fireflow[i++], i / (Time.deltaTime * fire.flowSpeed * 10))); |
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} |
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}
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