using AdamSync; using System.Collections.Generic; using UnityEngine; /// /// 重点保护目标 /// public class HighPriorityTarget : MonoBehaviour { /// /// 重点保护目标集合 /// public static List HighPriorityTargets = new List(); /// /// 重点设备完整度 /// public static float EquipmentIntegrity = 1; /// /// 编号 /// public string Number; #region 单体保护目标属性 /// /// 单体保护目标属性血量 /// public float HP = 100; #endregion /// /// 重点目标UI看向摄像机 /// public Transform KeyObjectiveUI; /// /// 爆炸预制体 /// public GameObject explodePrefab; /// /// 完整模型 /// public GameObject ModerFull; /// /// 损坏模型 /// public GameObject ModerDamage; // Start is called before the first frame update void Start() { HighPriorityTargets.Add(this); Number = HighPriorityTargets.Count.ToString(); } // Update is called once per frame void Update() { if (Camera.main) KeyObjectiveUI.transform.LookAt(Camera.main.transform); } /// /// 被攻击 /// /// 被攻击时触发点位置 /// 是否向外发送同步消息 public void BeAssaulted(Vector3 Pos, bool isSend, int hp = 0) { if (isSend) { HP -= 10; string nowData = GetSyncDis(Pos); //Debug.Log("发送:"+nowData); _ = SyncCreateRoom.SendMessageAsync(string.Format("send2room {0}", nowData)); } else { HP = hp; } GameObject Bao = Instantiate(explodePrefab); Bao.transform.position = Pos; Bao.SetActive(true); if (HP < 50 && HP > 0) { ModerFull.SetActive(false); ModerDamage.SetActive(true); } else if (HP <= 0) { GameObject BaoMain = Instantiate(explodePrefab,transform); BaoMain.transform.localPosition = Vector3.zero; BaoMain.transform.localScale = Vector3.one * 10; BaoMain.transform.SetParent(null); BaoMain.SetActive(true); Destroy(gameObject); } } protected string GetSyncDis(Vector3 pos) { return string.Format("{0},{1},{2},{3},{4},{5}", "KeyTarget", Number, HP, pos.x, pos.y, pos.z); } }