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UIAttack.cs
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UIAttack.cs
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using UnityEngine;
using System.Collections;
public class UIAttack : MonoBehaviour
{
public static UIAttack _instance;
public GameObject normalAttack;
public GameObject rangeAttack;
public GameObject redAttack;
public UISprite cdSprite;
PlayerAtkAndDamage playerAtk;
private Animator animator;
private bool isCanAttackB;
private float cdTime = 0f;
//刷新CD
void Update()
{
cdSprite.fillAmount = playerAtk.getCdDelateTime();
}
#region 攻击事件处理初始化
//为攻击按钮绑定监听方法
public void init()
{
playerAtk = GameObject.FindGameObjectWithTag(TagMgr.Player).GetComponent<PlayerAtkAndDamage>();
animator = GameObject.FindGameObjectWithTag(TagMgr.Player).GetComponent<Animator>();
//将当前脚本的点击事件处理方法放到OnClick事件触发列表中
EventDelegate NormalAttackEvent = new EventDelegate(this, "OnNormalAttackClick");
GameObject.Find("NormalAttack").GetComponent<UIButton>().onClick.Add(NormalAttackEvent);
EventDelegate RangeAttackEvent = new EventDelegate(this, "OnRangeAttackClick");
GameObject.Find("RangeAttack").GetComponent<UIButton>().onClick.Add(RangeAttackEvent);
GameObject Redattack = GameObject.Find("RedAttack");
EventDelegate RedAttackEvent = new EventDelegate(this, "OnRedAttackClick");
GameObject.Find("RedAttack").GetComponent<UIButton>().onClick.Add(RedAttackEvent);
}
#endregion
#region 角色战斗动画处理
public void OnRangeAttackClick()
{
playerAtk.AnimationAttack(AttackType.SKILL);
}
public void OnNormalAttackClick()
{
if (!animator.GetCurrentAnimatorStateInfo(0).IsName("AttackA"))
{
animator.SetTrigger("Attack_1");
playerAtk.AnimationAttack(AttackType.NORMAL);
}else
animator.ResetTrigger("Attack_1");
}
public void OnRedAttackClick()
{
if (!animator.GetCurrentAnimatorStateInfo(0).IsName("AttackB"))
{
animator.SetTrigger("Attack_2");
playerAtk.AnimationAttack(AttackType.DOUBLE);
}else
animator.ResetTrigger("Attack_2");
}
#endregion
void Awake()
{
_instance = this;
}
public void TurnToOneAttack()
{
normalAttack.SetActive(false);
rangeAttack.SetActive(false);
redAttack.SetActive(true);
}
public void TurnToTwoAttack()
{
normalAttack.SetActive(true);
rangeAttack.SetActive(true);
redAttack.SetActive(true);
}
}