Files
daluandou/Assets/Script/GoldManager.cs
T
huadexuan 1cdb7c3910 ```
feat(buildings): 添加金矿建筑功能并优化建筑健康系统

- 为兵营和金矿添加伤害数字显示功能,包括持续时间、上升高度等参数
- 将金矿脚本重构为GoldMine组件,实现定时产出金币机制
- 为所有单位添加NavMeshAgent组件以支持导航寻路
- 为弓箭手、法师等单位添加分离半径和目标扩散参数
- 为建筑添加碰撞体和标签设置
- 修复当前能量字段命名规范(currentEnergy -> _currentEnergy)
- 调整金矿健康值从100提升至500
- 统一伤害数字显示相关属性配置
```
2026-09-15 21:13:44 +08:00

85 lines
2.0 KiB
C#

using UnityEngine;
using System;
/// <summary>
/// 金币管理器,全局单例
/// </summary>
public class GoldManager : MonoBehaviour
{
public static GoldManager Instance { get; private set; }
[Header("金币设置")]
[SerializeField] private int initialGold = 500;
[SerializeField] private int currentGold = 500;
/// <summary>
/// 当前金币数量(只读)
/// </summary>
public int CurrentGold => currentGold;
/// <summary>
/// 金币变化事件(参数:新的金币数量)
/// </summary>
public event Action<int> OnGoldChanged;
private void Awake()
{
// 单例模式
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
}
private void Start()
{
currentGold = initialGold;
OnGoldChanged?.Invoke(currentGold);
}
/// <summary>
/// 增加金币
/// </summary>
public void AddGold(int amount)
{
if (amount <= 0) return;
currentGold += amount;
OnGoldChanged?.Invoke(currentGold);
Debug.Log($"获得金币 +{amount},当前金币: {currentGold}");
}
/// <summary>
/// 尝试消费金币,如果金币足够则扣除并返回 true,否则返回 false
/// </summary>
public bool TrySpendGold(int amount)
{
if (amount <= 0)
{
Debug.LogWarning("消费金币数量必须大于0");
return false;
}
if (currentGold < amount)
{
Debug.LogWarning($"金币不足!需要 {amount},当前只有 {currentGold}");
return false;
}
currentGold -= amount;
OnGoldChanged?.Invoke(currentGold);
Debug.Log($"消费金币 -{amount},当前金币: {currentGold}");
return true;
}
/// <summary>
/// 检查是否有足够的金币
/// </summary>
public bool HasEnoughGold(int amount)
{
return currentGold >= amount;
}
}