using DG.Tweening; using System.Collections; 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; #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() { } // Update is called once per frame void Update() { if (Camera.main) KeyObjectiveUI.transform.LookAt(Camera.main.transform); } /// /// 被攻击 /// public void BeAssaulted(Vector3 Pos) { HP -= 10; GameObject Bao = Instantiate(explodePrefab, transform); Bao.transform.localPosition = Pos; Bao.transform.SetParent(null); Bao.SetActive(true); if (HP < 50) { ModerFull.SetActive(false); ModerDamage.SetActive(true); } } }