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DefendNJ/Assets/_DefendNJ/Scripts/Explosions/Explosion.cs

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using System.Collections;
using System.Collections.Generic;
using DarkTonic.MasterAudio;
using DragonLi.Core;
using Mirror;
using UnityEngine;
public class Explosion : NetworkBehaviour
{
[SoundGroup] public string explosionSound;
public GameObject[] explosions;
public float radius = 3f; // 检测半径
public LayerMask playerLayer; // 玩家所在的Layer避免检测其他物体
private int _desTime = 2;
[SyncVar]
public EnemyType curType;
public void Init(EnemyType type)
{
curType = type;
foreach (var obj in explosions)
{
obj.SetActive(false);
}
_desTime = 2;
switch (curType)
{
case EnemyType.Mortar:
DamagePlayersInRange();
explosionSound = "1.19";
explosions[0].SetActive(true);
break;
case EnemyType.Grenade:
DamagePlayersInRange();
explosionSound = "1.34";
explosions[1].SetActive(true);
break;
case EnemyType.Npc:
explosions[2].SetActive(true);
break;
case EnemyType.Virus:
explosionSound = "1.39";
explosions[3].SetActive(true);
_desTime = 5;
break;
}
if (isClient)
{
MasterAudio.PlaySound3DAtVector3(explosionSound, transform.position);
}
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
{
NetworkServer.Destroy(gameObject);
}, _desTime, this);
}
/// <summary>
/// 检测范围内的玩家并执行受伤逻辑
/// </summary>
public void DamagePlayersInRange()
{
Collider[] hits = Physics.OverlapSphere(transform.position, radius, playerLayer);
foreach (Collider hit in hits)
{
Player player = hit.GetComponent<Player>(); // 假设玩家脚本叫 Player
if (player != null)
{
player.ApplyDamage(0,null,transform); // 调用受伤方法
}
}
}
// 绘制检测范围方便调试
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, radius);
}
}