Files
FutureMen2/Assets/_FutureMen2/Scripts/Weapons/WeaponProp.cs
2026-01-05 11:00:50 +08:00

62 lines
1.4 KiB
C#

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<CoroutineTaskManager>.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);
}
}