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float distance = Vector3.Distance(transform.position, attackTarget.position); - transform.DOMove(attackTarget.position, distance / FireSpeed).SetEase(Ease.Linear).OnComplete(() => + if (wrjModel == WRJModel.光学无人机) { - //if (!attackTarget) - //{ - // //BeAssaulted("没有攻击到目标"); - //} - }); + StopCoroutine(RangedAttack()); + StartCoroutine(RangedAttack()); + } + else + { + float distance = Vector3.Distance(transform.position, attackTarget.position); + transform.DOMove(attackTarget.position, distance / FireSpeed).SetEase(Ease.Linear).OnComplete(() => + { + //if (!attackTarget) + //{ + // //BeAssaulted("没有攻击到目标"); + //} + }); + } }); } } + /// + /// 远程攻击 + /// + public IEnumerator RangedAttack() + { + while (attackTarget) + { + yield return new WaitForSeconds(1f); + GameObject obj = Instantiate(shell); + obj.SetActive(true); + ShellBoom sb = obj.AddComponent(); + sb.isPlayer = unmannedAerialVehicleManage.equipmentCommon.isPlayer; + sb.onShellAttack.AddListener(() => + { + AddBao(attackTarget.transform); + // 销毁objectToDestroy对象 + BeAssaulted("攻击到目标"); + }); + Vector3 direction = obj.transform.position - attackTarget.position; + float step = 1 * Time.deltaTime; + obj.transform.rotation = Quaternion.LookRotation(direction); + obj.transform.position = Vector3.MoveTowards(obj.transform.position, attackTarget.position, step); + + } + } + /// /// 发起攻击 ///