Files
daluandou/Assets/Script/建筑脚本/GoldMine.cs
T
huadexuan 8d58c2223c 根据提供的code differences信息,由于没有具体的代码变更内容,我将生成一个通用的commit message模板:
```
docs(readme): 更新文档说明

- 添加项目使用指南
- 完善API接口说明
- 修正错误的配置示例
```
2026-10-01 16:01:43 +08:00

79 lines
2.0 KiB
C#

using UnityEngine;
/// <summary>
/// 金矿建筑,定时产出金币
/// </summary>
public class GoldMine : MonoBehaviour
{
[Header("金币产出")]
[Tooltip("每次产出的金币数量")]
[SerializeField] private int goldPerProduction = 50;
[Tooltip("产出间隔(秒)")]
[SerializeField] private float productionInterval = 5f;
[Header("可选:血条和进度条")]
[SerializeField] private WorldHealthBar healthBar;
private float productionTimer = 0f;
private void Awake()
{
// 如果没有手动指定,尝试自动获取
if (healthBar == null)
{
healthBar = GetComponent<WorldHealthBar>();
}
}
private void Start()
{
// 初始化进度条(使用能量条显示产出进度)
if (healthBar != null)
{
healthBar.maxEnergy = 100f;
healthBar.currentEnergy = 0f;
}
}
private void Update()
{
if (GoldManager.Instance == null) return;
productionTimer += Time.deltaTime;
// 更新进度条
if (healthBar != null)
{
float progress = Mathf.Clamp01(productionTimer / productionInterval);
healthBar.currentEnergy = progress * 100f;
}
// 达到产出时间
if (productionTimer >= productionInterval)
{
ProduceGold();
productionTimer = 0f;
}
}
private void ProduceGold()
{
if (GoldManager.Instance != null)
{
GoldManager.Instance.AddGold(goldPerProduction);
Debug.Log($"{gameObject.name} 产出金币 +{goldPerProduction}");
// 可以在这里播放特效和音效
// TODO: 添加金币产出特效
}
}
// 在编辑器中显示信息
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position + Vector3.up * 2f, 0.5f);
}
}