/// <summary> /// 设置玩家死亡 /// </summary> public void SetPlayerDie() { playerCube.PlayerDie = true; //设置死亡面板显示 playerDieUIComponent.DiePanel.SetActive(true); PlayerCubeControllerComponent playerCubeControllerComponent = playerCube.GetComponent <PlayerCubeControllerComponent>(); //设置自己隐藏 playerCubeControllerComponent.cubePlayerBody_Transform.gameObject.SetActive(false); //隐藏攻击箭头 playerCubeControllerComponent.targetArrow.targetArrow_GameObject.SetActive(false); //隐藏控制UI VariableJoystickComponent variableJoystickController = playerCubeControllerComponent.cubePlayer_ControllerUI; variableJoystickController.OnPointerUp(); variableJoystickController.GetParent <UI>().GameObject.SetActive(false); //隐藏攻击UI VariableJoystickComponent variableJoystickAttack = playerCubeControllerComponent.targetArrow.GetComponent <TargetArrowComponent>().AttackUI; variableJoystickAttack.OnPointerUp(); variableJoystickAttack.GetParent <UI>().GameObject.SetActive(false); }
/// <summary> /// 设置玩家复活 /// </summary> public void SetPlayerResurrection(Vector3 ResurrectionPos) { playerCube.PlayerDie = false; //设置死亡面板显示 playerDieUIComponent.DiePanel.SetActive(false); //设置血条 SetPlayerCubeHealth(100); PlayerCubeControllerComponent playerCubeControllerComponent = playerCube.GetComponent <PlayerCubeControllerComponent>(); //设置自己隐藏 playerCube.cube_GameObject.transform.position = ResurrectionPos; playerCubeControllerComponent.cubePlayerBody_Transform.gameObject.SetActive(true); //隐藏攻击箭头 playerCubeControllerComponent.targetArrow.targetArrow_GameObject.SetActive(true); //隐藏控制UI VariableJoystickComponent variableJoystickController = playerCubeControllerComponent.cubePlayer_ControllerUI; variableJoystickController.GetParent <UI>().GameObject.SetActive(true); //隐藏攻击UI VariableJoystickComponent variableJoystickAttack = playerCubeControllerComponent.targetArrow.GetComponent <TargetArrowComponent>().AttackUI; variableJoystickAttack.GetParent <UI>().GameObject.SetActive(true); }