You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
68 lines
2.0 KiB
68 lines
2.0 KiB
3 years ago
|
using UnityEngine;
|
||
|
using System.Collections;
|
||
|
|
||
|
public class OilFlowManage : MonoBehaviour
|
||
|
{
|
||
|
private OilReveal oil;
|
||
|
[SerializeField]
|
||
|
private float FlowLateTime = 20;
|
||
|
void Start()
|
||
|
{
|
||
|
oil = this.transform.Find("Oil").GetComponent<OilReveal>();
|
||
|
|
||
|
}
|
||
|
void Update()
|
||
|
{
|
||
|
if (oil.nodeValue >= oil.nodeYMax && !ranYouIsStart)
|
||
|
{
|
||
|
ranYouIsStart = true;
|
||
|
RanYouControl();
|
||
|
}
|
||
|
//if (GetComponent<Leak1Controller>().CatchFire)
|
||
|
//{
|
||
|
// if (i < fireflow.Length)
|
||
|
// StartCoroutine(FireFlow(fireflow[i++], FlowLateTime));
|
||
|
//}
|
||
|
}
|
||
|
|
||
|
void DelaySet()
|
||
|
{
|
||
|
transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y, transform.localPosition.z + 3);
|
||
|
}
|
||
|
|
||
|
|
||
|
private bool ranYouIsStart;
|
||
|
private void RanYouControl()
|
||
|
{
|
||
|
var ranyou = transform.Find("BottomOil");
|
||
|
if (!ranyou.GetComponent<OilSpread>())
|
||
|
ranyou.gameObject.AddComponent<OilSpread>();
|
||
|
ranyou.GetComponent<OilSpread>().oilSpred = true;
|
||
|
}
|
||
|
[SerializeField]
|
||
|
private float flowSpeed = 2;
|
||
|
int i = 0;//火焰的索引
|
||
|
public GameObject[] fireflow;
|
||
|
public GameObject fireDiffusion;
|
||
|
/// <summary>
|
||
|
/// 开启火的流淌
|
||
|
/// </summary>
|
||
|
/// <param name="fireObj">火特效</param>
|
||
|
/// <param name="lateTime">延迟执行</param>
|
||
|
private IEnumerator FireFlow(GameObject fireObj, float lateTime)
|
||
|
{
|
||
|
yield return new WaitForSeconds(lateTime);
|
||
|
if (fireDiffusion)
|
||
|
fireDiffusion.SetActive(true);
|
||
|
if (fireObj)
|
||
|
fireObj.SetActive(true);
|
||
|
if (!fireObj.GetComponent<FireFlow>())
|
||
|
fireObj.AddComponent<FireFlow>();
|
||
|
FireFlow fire = fireObj.GetComponent<FireFlow>();
|
||
|
fire.flowSpeed = flowSpeed;//设置火焰蔓延速度
|
||
|
fire.fireFlow = true;//开始蔓延
|
||
|
if (i < fireflow.Length)//开启全部火焰
|
||
|
StartCoroutine(FireFlow(fireflow[i++], i / (Time.deltaTime * fire.flowSpeed * 10)));
|
||
|
}
|
||
|
}
|