using AX.NetworkSystem; using System.Collections; using System.Collections.Generic; using UnityEngine; public class WoundedHaemalController : BaseHaemalController { public override void Start() { base.Start(); Haemal = 50; LastFireManId = WoundedSave.FireManlastID; } // Update is called once per frame /// /// 扣血方法 /// public override void BucklebloodMeetDangerous() { if (Haemal > 0) { if (IsMoving) { return; } else { if (aroundState == AroundState.FireNear) { Haemal -= (float)(5.0 / 18)* Speed; } else if (aroundState == AroundState.SmokeNear) { if (!HasMashk) { Haemal -= (float)(5.0 / 78) * Speed; } else { } } else if ((aroundState == AroundState.Normal)) { if (!BeFristAid) { Haemal -= (float)(1.0 / 30) * Speed; } else { } } } //HaemalSyncData arg = new HaemalSyncData(); //arg.gameObjID = GetComponent().gameObjID; //arg.SendUserID = CurrentUserInfo.mySelf.Id; //arg.Haemal = Haemal; //NetworkManager.Default.SendAsync("HAEMAL_BLOOD_SYNC", arg); } else { if (IsStillAlive) { IsStillAlive = false; Debug.Log("dead"); Haemal = 0; DeadDispose(); } } } /// /// 死亡处理 /// public override void DeadDispose() { //加入事件触发列表 //EventReportController.Instance.EventReportList.Add(); } }