NewN_UAVPlane/Assets/Zion/Scripts/HighPriorityTarget.cs

77 lines
1.7 KiB
C#

using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 重点保护目标
/// </summary>
public class HighPriorityTarget : MonoBehaviour
{
/// <summary>
/// 重点保护目标集合
/// </summary>
public static List<HighPriorityTarget> HighPriorityTargets = new List<HighPriorityTarget>();
/// <summary>
/// 重点设备完整度
/// </summary>
public static float EquipmentIntegrity = 1;
#region
/// <summary>
/// 单体保护目标属性血量
/// </summary>
public float HP = 100;
#endregion
/// <summary>
/// 重点目标UI看向摄像机
/// </summary>
public Transform KeyObjectiveUI;
/// <summary>
/// 爆炸预制体
/// </summary>
public GameObject explodePrefab;
/// <summary>
/// 完整模型
/// </summary>
public GameObject ModerFull;
/// <summary>
/// 损坏模型
/// </summary>
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);
}
/// <summary>
/// 被攻击
/// </summary>
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);
}
}
}