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FortuneManager.cs
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FortuneManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FortuneManager : MonoBehaviour {
public class Fortune_base
{
public Vector3 S;
public Vector3 Direction;
public GameObject fortune;
public float Rescue;
public float AddAttack;
public bool isDead=false;
public float Speed=30;
}
// Use this for initialization
List<Fortune_base> fortune = new List<Fortune_base>();
GameObject Player;
[SerializeField] GameObject RedBuff;
[SerializeField] GameObject BlueBuff;
void Start () {
Player = GameObject.Find("SUNman");
NotificationCenter.DefaultCenter().AddObserver(this, "InstantiateFortune");
}
// Update is called once per frame
void Update () {
foreach (var f in fortune)
{
Vector3 localDirection = f.fortune.transform.InverseTransformDirection(f.Direction).normalized;
f.fortune.transform.Translate(localDirection * f.Speed*Time.deltaTime);
f.Direction = Player.transform.position - f.fortune.transform.position;
f.Speed = Vector3.Distance(f.fortune.transform.position, Player.transform.position);
f.Speed = f.Speed * f.Speed;
if (Vector3.Distance(f.fortune.transform.position, Player.transform.position) < 0.5f || (Vector3.Dot(f.fortune.transform.position - Player.transform.position, f.S - Player.transform.position) < 0))
{
f.isDead = true;
NotificationCenter.DefaultCenter().PostNotification(this, "GetFortune", f);
}
}
for (int i = fortune.Count - 1; i >= 0; i--)
{
if (fortune[i].isDead)
{
Destroy(fortune[i].fortune);
fortune.RemoveAt(i);
}
}
}
void InstantiateFortune(Notification noti)
{
Fortune_base fb = (Fortune_base)noti.data;
fb.Direction = Player.transform.position - fb.S;
if (fb.Rescue > 0)
{
Debug.Log("RedBuff");
fb.fortune = Instantiate(RedBuff);
}
else
{
Debug.Log("BlueBuff");
fb.fortune = Instantiate(BlueBuff);
}
fb.fortune.transform.position = fb.S;
fb.Direction = Player.transform.position - fb.S;
fortune.Add(fb);
}
}