using System; using System.Collections; using System.Collections.Generic; using DG.Tweening; using DragonLi.Core; using JetBrains.Annotations; using UnityEngine; using UnityEngine.PlayerLoop; public class WeaponProp : MonoBehaviour { public Collider box; public GameObject[] weapons; [NonSerialized] public PlayerWeaponType weaponType; [NonSerialized] public int amount = 0; public AudioSource audioSource; private bool _isDes; public void Init(PlayerWeaponType type) { weaponType = type; _isDes = false; amount=GameManager.Ins.PlayerBulletDataDic[(int)type].Number; ShowWeapon(type); MonoSingleton.Instance.WaitSecondTodo(() => { if(!_isDes) Destroy(gameObject); },60); } public void ShowWeapon(PlayerWeaponType type) { for (int i = 0; i < weapons.Length; i++) { weapons[i].SetActive(false); } weapons[(int)type-1].SetActive(true); } public void Start() { transform.DORotate(new Vector3(0f, 360f, 0f), 5f, RotateMode.LocalAxisAdd).SetLoops(-1, LoopType.Restart); } public void Collider() { _isDes = true; box.enabled = false; audioSource.Play(); transform.gameObject.SetActive(false); Destroy(transform.gameObject); } }