private void Update() { if (Input.GetButton("Fire1") && Time.time > normal_nextFire)//普通攻击 { Storing_Time = 0; script_UI.UpdateStoringFire(0); normal_nextFire = Time.time + fireRate; Instantiate(shot_normal, shotposition.position, shotposition.rotation); GetComponent <AudioSource>().Play(); } else if (Input.GetButton("Fire2") && Time.time > Storing_nextFire)/*蓄力,0.1秒检查一次*/ { Debug.Log("out"); Storing_nextFire = Time.time + 0.1f; Storing_Time += 0.1f; script_UI.UpdateStoringFire(Storing_Time / Storing_interval); } else if (Input.GetButtonUp("Fire2"))//蓄力攻击 { if (Storing_Time >= Storing_interval) { Instantiate(shot_storing, shotposition.position, shotposition.rotation); GetComponent <AudioSource>().Play(); } Storing_Time = 0; script_UI.UpdateStoringFire(0); } else if (Input.GetButtonUp("Fire3"))//特殊攻击 { if (Special_Num > 0) { Special_Num--; script_UI.UpdateSpecialFire(Special_Num); Instantiate(shot_speciall, shotposition.position, shotposition.rotation); GetComponent <AudioSource>().Play(); } } }
void Start() { script_UI = obj_UI.GetComponent <UIControlScript>(); script_UI.UpdateSpecialFire(Special_Num); }