网上演练贵港万达广场(人员密集)
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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<TrappedMoveFree>().FireManlastID;
}
/// <summary>
/// 扣血方法
/// </summary>
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<BaseGameObjInfo>().gameObjID;
//arg.SendUserID = CurrentUserInfo.mySelf.Id;
//if (Haemal==50)
//{
// arg.FallDown = true;
//}
//arg.Haemal = Haemal;
//NetworkManager.Default.SendAsync("HAEMAL_BLOOD_SYNC", arg);
}
/// <summary>
/// 死亡处理
/// </summary>
public override void DeadDispose()
{
//加入事件触发列表
//EventReportController.Instance.EventReportList.Add();
}
}