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69 lines
1.7 KiB
C#
69 lines
1.7 KiB
C#
using UnityEngine;
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/// <summary>
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/// 主角金币产出组件,挂载到主角单位上
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/// </summary>
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public class HeroGoldProducer : MonoBehaviour
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{
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[Header("金币产出")]
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[Tooltip("每次产出的金币数量")]
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[SerializeField] private int goldPerProduction = 30;
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[Tooltip("产出间隔(秒)")]
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[SerializeField] private float productionInterval = 8f;
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[Header("可选:血条和进度条")]
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[SerializeField] private WorldHealthBar healthBar;
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private float productionTimer = 0f;
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private void Awake()
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{
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// 如果没有手动指定,尝试自动获取
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if (healthBar == null)
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{
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healthBar = GetComponent<WorldHealthBar>();
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}
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}
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private void Start()
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{
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// 初始化进度条(使用能量条显示产出进度)
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if (healthBar != null)
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{
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healthBar.maxEnergy = 100f;
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healthBar.currentEnergy = 0f;
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}
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}
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private void Update()
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{
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if (GoldManager.Instance == null) return;
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productionTimer += Time.deltaTime;
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// 更新进度条
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if (healthBar != null)
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{
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float progress = Mathf.Clamp01(productionTimer / productionInterval);
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healthBar.currentEnergy = progress * 100f;
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}
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// 达到产出时间
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if (productionTimer >= productionInterval)
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{
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ProduceGold();
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productionTimer = 0f;
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}
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}
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private void ProduceGold()
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{
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if (GoldManager.Instance != null)
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{
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GoldManager.Instance.AddGold(goldPerProduction);
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Debug.Log($"主角 {gameObject.name} 产出金币 +{goldPerProduction}");
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}
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}
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}
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