using AX.NetworkSystem; using System.Collections; using System.Collections.Generic; using UnityEngine; public class FireFightLeak1 : MonoBehaviour { private Transform FireBottom; private Transform Smoke; private Transform Fire8; //初始发射bilv public float OriFireBottomrate; public float OriSmokerate; public float OriFirerate; public float fireBottomrate; public float Smokerate; public float firerate; ParticleSystem.EmissionModule firebuttomemiss; ParticleSystem.EmissionModule smokeemiss; ParticleSystem.EmissionModule fire8emiss; void Start() { FireBottom = transform.Find("FireBottom"); Smoke = FireBottom.Find("smoke (1)"); Fire8 = FireBottom.Find("fire (8)"); firebuttomemiss = FireBottom.GetComponent().emission; smokeemiss = Smoke.GetComponent().emission; fire8emiss = Fire8.GetComponent().emission; OriFireBottomrate = 1001;//firebuttomemiss.rateOverTime.constant; OriSmokerate = 50;//smokeemiss.rateOverTime.constant; OriFirerate = 1001;//smokeemiss.rateOverTime.constant; fireBottomrate = OriFireBottomrate; Smokerate = OriSmokerate; firerate = OriFirerate; } void OnParticleCollision(GameObject other) { if (CurrentUserInfo.room!=null&& CurrentUserInfo.mySelf.Id == CurrentUserInfo.room.Owner.UserInfo.Id) { if (GetComponent().gameObjType == CloneObjType.Leak1) { if (other.GetComponentInParent()) { if (other.GetComponentInParent().particleType == SprayParticleType.Froth) { other.GetComponentInParent().Target = GetComponentInParent(); } } } } } public void Leak1Calculate() { firebuttomemiss.rateOverTime = new ParticleSystem.MinMaxCurve(fireBottomrate); smokeemiss.rateOverTime = new ParticleSystem.MinMaxCurve(Smokerate); fire8emiss.rateOverTime = new ParticleSystem.MinMaxCurve(firerate); if (fireBottomrate < 0 && firerate < 0) { EntitiesManager.Instance.DeleteObj(gameObject); } var arg = new Leak1FireFightSyncData(); arg.SendUserID = CurrentUserInfo.mySelf.Id; arg.gameObjID = GetComponent().gameObjID; arg.FireButtomRate = fireBottomrate; arg.Fire8Rate = firerate; arg.Smokerate = Smokerate; NetworkManager.Default.SendAsync("LEAK1_FIRE_FIGHT_SYNC", arg); } }