攻击的物体(比如火焰)跟被攻击者接触时持续掉血,不接触中断掉血,再次接触继续持续掉血
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PengZhuang : MonoBehaviour {
public int hp = 10;
System.Timers.Timer timer = new System.Timers.Timer(1000);
// Use this for initialization
void Start () {
timer.Elapsed += (a, b) => stayEvent();
}
// Update is called once per frame
void Update () {
}
void OnCollisionEnter(Collision col)
{
if (timer.Enabled == false) {
timer.Enabled = true;
}
Debug.Log("开始碰撞");
}
void OnCollisionStay(Collision col)
{
//Debug.Log("持续碰撞中");
}
void OnCollisionExit(Collision col)
{
timer.Stop();
timer.Close();
Debug.Log("碰撞结束");
}
void stayEvent() {
if (hp > 0) {
hp--;
print(hp);
if (hp <= 0) {
print("hp为0");
}
}
}
}
若无凌云志,何以逆苍天.