using AX.NetworkSystem; using System.Collections; using System.Collections.Generic; using UnityEngine; public class TrappedHaemalController : BaseHaemalController { // Use this for initialization public override void Start() { base.Start(); Haemal = 100; LastFireManId = GetComponent().FireManlastID; } /// /// 扣血方法 /// public override void BucklebloodMeetDangerous() { if (Haemal >= 50) { if (aroundState == AroundState.FireNear) { Haemal -= (float)(5.0 / 6.0); } else if (aroundState == AroundState.SmokeNear) { Haemal -= (float)(5.0 / 18); } else { } } //伤员处理 else if (Haemal > 0) { if (IsMoving) { return; } if (aroundState == AroundState.FireNear) { Haemal -= (float)(5.0 / 18); } else if (aroundState == AroundState.SmokeNear) { if (!HasMashk) { Haemal -= (float)(5.0 / 78); } else { } } else { if (!BeFristAid) { Haemal -= (float)(1.0 / 30); } else { } } } else { if (IsStillAlive) { IsStillAlive = false; Debug.Log("dead"); Haemal = 0; DeadDispose(); } } //HaemalSyncData arg = new HaemalSyncData(); //arg.gameObjID = GetComponent().gameObjID; //arg.SendUserID = CurrentUserInfo.mySelf.Id; //if (Haemal==50) //{ // arg.FallDown = true; //} //arg.Haemal = Haemal; //NetworkManager.Default.SendAsync("HAEMAL_BLOOD_SYNC", arg); } /// /// 死亡处理 /// public override void DeadDispose() { //加入事件触发列表 //EventReportController.Instance.EventReportList.Add(); } }