using System; using System.Collections; using System.Collections.Generic; using System.Linq; using DragonLi.Core; using Mirror; using TMPro; using UnityEngine; namespace Valheim { public class BattleArea : NetworkBehaviour { public BoxCollider boxCollider; public TextMeshProUGUI AreaIdText; public GameObject bossObj; public GameObject boss2Obj; public GameObject enemyObj; public bool isWin; // 区域编号 #if UNITY_EDITOR [DisplayOnly] #endif public int AreaId; [Server] public void Init(int areaId) { AreaId = areaId; AreaIdText.text = areaId.ToString(); var index = GameManager.Ins.curEnemyLevel+1; bossObj.SetActive(index%5==0&&GameManager.Ins.curMapId==0); enemyObj.SetActive(index%5!=0); boss2Obj.SetActive(index%5==0&&GameManager.Ins.curMapId==1); // MonoSingleton.Instance.WaitSecondTodo(() => // { // if(isShow|| !gameObject.activeSelf) // return; // isShow=true; // GameInit.Ins.self.ClosePathGuide(); // StartCoroutine(GameManager.Ins.CreateBattleAreaEnemy()); // gameObject.SetActive(false); // },10f); } public void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { if(GameManager.Ins.isShowBattleArea) return; GameManager.Ins.isShowBattleArea = true; //触发区域怪物 GameInit.Ins.self.ClosePathGuide(); StartCoroutine(GameManager.Ins.CreateBattleAreaEnemy()); gameObject.SetActive(false); } } } }