mycj_demo/mycj/Assets/Script/Palye.cs
2024-12-02 23:38:32 +08:00

91 lines
2.0 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using System.Threading.Tasks;
using UnityEngine;
public class Palye : Fun
{
[Header("血量")] public float hp = 100f;//血量
[Header("掉落")] public float gold = 10f;
public float Hp
{
get => hp;
set
{
hp = value;
}
}
[Header("物理护甲")] public int physicalArmor = 10;//物理护甲
[Header("魔法护甲")] public int magicArmor = 5;//魔法护甲
public List<BUff> buffList = new List<BUff>();
//public List<>;
// Start is called before the first frame update
async void Start()
{
UpdateBuff();
}
/// <summary>
/// 角色死亡
/// </summary>
public virtual void die()
{
Debug.Log(gameObject.name + "死亡");
Destroy(gameObject);
Debug.Log("死亡");
}
/// <summary>
/// 单位更新buff
/// </summary>
async void UpdateBuff()//单位buff更新
{
while (true)
{
List<BUff> deleteArr = new List<BUff>();
foreach (BUff buffItem in buffList)
{
if (buffItem.executionInterval <= 0)
{
buffItem.executionInterval = buffItem.executionInterval_max;
buffItem.Funaction.Invoke(buffItem.value);
}
buffItem.executionInterval -= 0.1f;
buffItem.timeLeft -= 0.1f;
if (buffItem.timeLeft <= 0)
{
deleteArr.Add(buffItem);
}
}
foreach (BUff item in deleteArr)
{
buffList.Remove(item);
}
await Task.Delay(100);//buff检测最小时间0.1秒执行一次
}
}
// Update is called once per frame
void Update()
{
if (hp <= 0)
{
die();
if(Progress_Display.Instance==null) return;
Progress_Display.Instance.huadongClick(gold);
}
}
}