private void Start() { ContinueGame(); GameOver.SetActive(false); RePlay.SetActive(false); }
// Update is called once per frame void Update() { if (!death) { Life.GetComponent <RectTransform>().localScale = new Vector3(life / 6f, 1, 1); Energy.GetComponent <RectTransform>().localScale = new Vector3(energy / 200f, 1, 1); Shield.GetComponent <RectTransform>().localScale = new Vector3(shield / 6f, 1, 1); Coin.GetComponent <Text>().text = ":" + coin; {//技能 已完善 if (Input.GetMouseButtonDown(1)) { if (SkillTime <= 0) { SkillTime = skillTime; skillGun = (GameObject)Instantiate(mainWeapon); skillGun.transform.parent = this.gameObject.transform; skillGun.transform.localPosition = new Vector3(0.1f, -0.05f, 0f); skillGun.transform.localScale = Vector3.one; skillGun.GetComponent <WeaponPara>().isSleep = false; } } if (SkillTime > 0) { SkillTime -= Time.deltaTime; } else { GameObject.Destroy(skillGun); SkillTime = 0; } } {//伤害计算,毒伤计算 if (PoisonTime > -0.1) { PoisonTime -= Time.deltaTime; i -= Time.deltaTime; if (i <= 0) { i = 1f; damage += 1; } } if (damage > 0) { if (shield - damage >= 0) { shield -= damage; } else { life -= damage - shield; shield = 0; } ReShieldTime = reShieldTime; hurtAudio.Play(); damage = 0; } } {//生命与盾检测 if (life <= 0) { death = true; } if (ReShieldTime >= 0) { ReShieldTime -= Time.deltaTime; } else if (shield < 6) { if (t <= 0) { shield++; t = 1f; } else { t -= Time.deltaTime; } } } if (life <= 0) { death = true;//结束游戏,缺代码 GameOver.SetActive(true); RePlay.SetActive(true); } {//交换主副手武器 已完善 GameObject weapon; float w = Input.GetAxis("Mouse ScrollWheel"); if (w != 0) { //播放音效 if (viceWeapon != null) { weapon = mainWeapon; mainWeapon = viceWeapon; viceWeapon = weapon; mainWeapon.SetActive(true); viceWeapon.SetActive(false);//待测试,不知道行不行 } } } } else { anim.SetBool("isDeath", true); Life.GetComponent <RectTransform>().localScale = new Vector3(0, 1, 1); mainWeapon.GetComponent <WeaponPara>().isSleep = true; } }