void Start() { GameObject gamelevel = GameObject.Find("GameLevel"); if (gamelevel) { GameLevelSet level = gamelevel.GetComponent <GameLevelSet>(); if (level) { int levelnum; levelnum = level.Level; m_droptime *= level.DropShereTime[levelnum]; } } droptime = m_droptime; playeru = GameObject.FindWithTag("Player").GetComponent <Unit>(); }
public void Awake() //LevelSet { GameObject gamelevel = GameObject.Find("GameLevel"); if (gamelevel) { GameLevelSet level = gamelevel.GetComponent <GameLevelSet>(); if (level) { int levelnum; levelnum = level.Level; if (gameObject.layer == 10) { if (levelnum < level.EnemyLife.Count) { Hp *= level.EnemyLife[levelnum]; } } if (gameObject.layer == 0) { if (levelnum < level.PlayerLife.Count) { Hp = level.PlayerLife[levelnum]; } } if (GetComponent <playerfire>()) { playerfire m_playerfire = GetComponent <playerfire>(); m_playerfire.m_firetime = level.PlayerFireTime[levelnum]; m_playerfire.m_ammonumber = level.PlayerAmmoCount[levelnum]; m_playerfire.m_reloadtime = level.PlayerReloadTime[levelnum]; ammoiscross = level.PlayerAmmoIsCross[levelnum]; PlayerAmmoDamage = level.PlayerAmmoDamage[levelnum]; m_playerfire.m_AddLifeTime = level.PlayerAddLifeTime[levelnum]; } if (GetComponent <playerthrow>()) { playerthrow m_playerthrow = GetComponent <playerthrow>(); m_playerthrow.m_ammonumber = level.PlayerThrowCount[levelnum]; m_playerthrow.m_reloadtime = level.PlayerTrowReLoadTime[levelnum]; } } } }
// Update is called once per frame private void FixedUpdate() { if (m_AddLifeTime > 0 && GetComponent <Unit>().Hp > 0) { if (gamelevel && gamelevel.GetComponent <GameLevelSet>()) { GameLevelSet gamelevelnum = gamelevel.GetComponent <GameLevelSet>(); if (GetComponent <Unit>().Hp < gamelevelnum.PlayerLife[gamelevelnum.Level]) { if (addlifetime <= 0) { GetComponent <Unit>().Hp += m_AddLife; addlifetime = m_AddLifeTime; } else { addlifetime -= Time.deltaTime; } } } } if (pmove && GetComponent <Unit>().Hp > 0) { if (Input.GetButton("Fire1") && pmove.fire == true && anim.GetLayerWeight(1) != 0) { if (firetime <= 0 && m_ammonumber > 0) { PlayerAttack(); firetime = m_firetime; m_ammonumber--; } else { firetime -= Time.deltaTime; } } if (pmove.miaozhun == true && anim.GetLayerWeight(1) != 0) { if (redray) { redray.SetActive(true); } } else { if (redray) { redray.SetActive(false); } } if (m_ammonumber <= 0) { if (cantfire == false) { cantfire = !cantfire; } reload = true; } if (Input.GetKey(reloadkey) && m_ammonumber < ammonumber) { if (cantfire == false) { cantfire = !cantfire; } reload = true; } if (reload) { reloadammo(); } } }