From e36f2a3ac098d6e89d3882f3354ec69c07e71e16 Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Tue, 01 Dec 2020 15:55:40 +0800
Subject: [PATCH] 代码结构修改

---
 Assets/Scripts/ActionGameFramework/Health/Targetable.cs |  179 -----------------------------------------------------------
 1 files changed, 0 insertions(+), 179 deletions(-)

diff --git a/Assets/Scripts/ActionGameFramework/Health/Targetable.cs b/Assets/Scripts/ActionGameFramework/Health/Targetable.cs
index 1b3292d..40c196f 100644
--- a/Assets/Scripts/ActionGameFramework/Health/Targetable.cs
+++ b/Assets/Scripts/ActionGameFramework/Health/Targetable.cs
@@ -1,7 +1,4 @@
 using Core.Health;
-using System;
-using System.Dynamic;
-using TowerDefense.UI.HUD;
 using UnityEngine;
 
 namespace ActionGameFramework.Health
@@ -17,85 +14,9 @@
         public Transform targetTransform;
 
         /// <summary>
-        /// 是否精英怪
-        /// </summary>
-        public bool bElit = false;
-
-        /// <summary>
-        /// 是否Boss怪.
-        /// </summary>
-        public bool bBoss = false;
-
-        /// <summary>
-        /// 分别对应三种不同的纹理.
-        /// </summary>
-        public Texture poisonTex;
-        public Texture frozenTex;
-        public Texture commonTex;
-
-        /// <summary>
         /// The position of the object
         /// </summary>
         protected Vector3 m_CurrentPosition, m_PreviousPosition;
-
-
-        /// <summary>
-        /// 速度降低值.
-        /// </summary>
-        protected float speedSlowRate = 0.0f;
-
-        // 中毒相关的数据
-        protected int poisonTimes = 0;
-        protected float poisonHurt = 0.0f;
-        protected int poisonAttid = 0;
-        protected float timeToPoisonHurt = 0.0f;
-
-        /// <summary>
-        /// 是否处于 中毒状态
-        /// </summary>
-        protected bool isPoison;
-
-        /// <summary>
-        /// 是否处于减速状态
-        /// </summary>
-        protected bool isSlowDown;
-
-        /// <summary>
-        /// 是否处于冰冻状态
-        /// </summary>
-        protected bool isFrost;
-
-        /// <summary>
-        /// 中毒粒子特效
-        /// </summary>
-        public ParticleSystem PoisonParticle;
-
-        /// <summary>
-        /// 中毒结束播放的粒子特效
-        /// </summary>
-        public ParticleSystem PoisonEndParticle;
-
-        /// <summary>
-        /// 减速粒子特效
-        /// </summary>
-        public ParticleSystem SlowDownParticle;
-
-        /// <summary>
-        /// 冰冻特效
-        /// </summary>
-        public ParticleSystem FrostParticle;
-
-        /// <summary>
-        /// 被火技能攻击特效
-        /// </summary>
-        public ParticleSystem FireSkillParticle;
-
-        protected Color mMatColor;
-
-        /// <summary>
-        /// 是否处于破甲状态.
-        /// </summary>
-        public bool bShieldBreak { get; set; }
 
         /// <summary>
         /// The velocity of the rigidbody
@@ -117,104 +38,6 @@
                 return targetTransform == null ? transform : targetTransform;
             }
         }
-
-        /// <summary>
-        /// 设置当前目标的颜色数据
-        /// </summary>
-        /// <param name="color"></param>
-        public void SetTargetableMatColor(Color color, bool force = false)
-        {
-
-            if (!force)
-            {
-                if (color == mMatColor) return;
-                // 无敌状态,只接受白色原贴图:
-                if (this.configuration.bInvincible && (color != Color.white)) return;
-            }
-
-            foreach (Transform t in transform.GetComponentsInChildren<Transform>())
-            {
-                if (t.name == "Cube")
-                {
-                    Material tMat = t.GetComponent<MeshRenderer>().material;
-                    if ((color == Color.green) && (poisonTex != null))
-                    {
-                        tMat.mainTexture = poisonTex;
-                    }
-                    if ((color == Color.blue) && (frozenTex != null))
-                    {
-                        tMat.mainTexture = frozenTex;
-                    }
-                    if ((color == Color.white) && (commonTex != null))
-                    {
-                        tMat.mainTexture = commonTex;
-                    }
-                    mMatColor = color;
-                }
-
-            }
-        }
-
-
-        /// <summary>
-        /// 降低移动速度.
-        /// </summary>
-        /// <param name="rate"></param>
-        public void addSpeedSlowRate(float rate)
-        {
-            speedSlowRate += rate;
-            if (speedSlowRate >= 0.5f)
-                speedSlowRate = 0.5f;
-        }
-
-        /// <summary>
-        /// 怪物中毒.
-        /// </summary>
-        /// <param name="damage"></param>
-        public void poisonAgent(float damage, int attid)
-        {
-            if (this.poisonTimes >= 1) return;
-
-            if (!isPoison)
-            {
-                isPoison = true;
-
-                if (PoisonParticle != null)
-                    PoisonParticle.Play();
-            }
-
-            this.poisonTimes++;
-            this.poisonAttid = attid;
-            this.poisonHurt = (float)Math.Floor(this.configuration.maxHealth / 20.0f);
-            this.timeToPoisonHurt = 1.0f;
-        }
-
-        public bool bInPoison { get { return this.poisonHurt > 0; } }
-
-        /// <summary>
-        /// 处理中毒相关的数据
-        /// </summary>
-        /// <param name="time"></param>
-        protected void updatePoison(float time)
-        {
-            this.timeToPoisonHurt -= time;
-            if (this.timeToPoisonHurt <= 0)
-            {
-                Vector3 backPos = this.transform.position;
-                this.TakeDamage(poisonHurt, this.transform.position, null, poisonAttid);
-                if ((poisonHurt > 0) && (!opponentAgent))
-                {
-                    if (GameUI.instanceExists)
-                        GameUI.instance.generateBloodText(backPos, poisonHurt, false, false, true);
-                    else if (EndlessGameUI.instanceExists)
-                        EndlessGameUI.instance.generateBloodText(backPos, poisonHurt, false, false, true);
-                }
-
-                if (poisonHurt > 0)
-                    timeToPoisonHurt = 1.0f;
-            }
-        }
-
 
         /// <summary>
         /// Returns our targetable's transform position
@@ -244,8 +67,6 @@
         {
             base.Awake();
             ResetPositionData();
-            bShieldBreak = false;
-            mMatColor = Color.white;
         }
 
         /// <summary>

--
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