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SoulliesOfficial 50ee502684 完善
2026-02-13 09:22:11 -05:00

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C#

/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Samples
{
using UnityEngine;
using UnityEngine.AI;
/// <summary>
/// Controlling logic on the Save Load Agent.
/// </summary>
public class SaveLoadAgent : MonoBehaviour
{
[Tooltip("A reference to the muzzle flash.")]
[SerializeField] protected GameObject m_MuzzleFlashPrefab;
[Tooltip("The location the muzzle flash should spawn.")]
[SerializeField] protected GameObject m_MuzzleFlashSpawnLocation;
[Tooltip("The index of the animator when the agent dies.")]
[SerializeField] protected int m_DeathStateIndex;
/// <summary>
/// Fires the weapon.
/// </summary>
/// <param name="target"></param>
public void Fire(GameObject target)
{
// Instant killshot.
target.GetComponent<Animator>().SetInteger("State", m_DeathStateIndex);
target.GetComponent<NavMeshAgent>().isStopped = true;
target.GetComponent<Health>().Value = 0;
if (m_MuzzleFlashPrefab != null) {
GameObject.Instantiate(m_MuzzleFlashPrefab, m_MuzzleFlashSpawnLocation.transform.position, m_MuzzleFlashSpawnLocation.transform.rotation);
}
}
}
}