using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class CombaSystem : MonoBehaviour { public Animator _animator; public AudioSource _audio; public AudioClip _summerClip; [Header("近战攻击")] [SerializeField] protected Vector2 attackSize = new Vector2(); [SerializeField] protected Vector2 AttackAreaPos; [Header("判定偏移")] [SerializeField] protected float offsetX = 1f; [SerializeField] protected float offsetY = 1f; [SerializeField,Header("检测层级")] protected List layerMasks; public float maxHp = 1800; public float currentHp; [Header("攻击")] public float attack = 50; public Action OnHit; protected bool isDie = false; protected virtual void Awake() { currentHp = maxHp; } public virtual void MelleeAttackAnimEvent() { Debug.Log("ATTACK"); AttackAreaPos = transform.position; AttackAreaPos.x += offsetX; AttackAreaPos.y += offsetY; offsetX = this.transform.parent.localScale.x < 0 ? Mathf.Abs(offsetX) : -Mathf.Abs(offsetX); } protected void OnDrawGizmos() { Gizmos.color = Color.red; Gizmos.DrawWireCube(AttackAreaPos, attackSize); } public bool GetIsDie() { return isDie; } #region 受伤 //收到攻击 public virtual void TakeDamage(string hitName, float attack) { } public virtual void TakeDamage(float attack) { } public virtual void TakeDamage() { } #endregion }