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							|  |  |  | using Entitas; | 
					
						
							|  |  |  | using UnityEngine; | 
					
						
							|  |  |  | using Game; | 
					
						
							|  |  |  | public class RecoverSystem : IExecuteSystem, IInitializeSystem | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     private IGroup<GameEntity> _entities; | 
					
						
							|  |  |  |     public void Initialize() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         _entities = Util.GetGroup(GameMatcher.Hp); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     public void Execute() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         foreach (var entity in _entities) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             UpdateRecover(entity); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     public static void UpdateRecover(GameEntity entity) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         var hp = entity.hp; | 
					
						
							|  |  |  |         if (!hp.IsAlive) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             return; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         //护盾恢复 | 
					
						
							|  |  |  |         if (hp.ShieldRecoverTimeMax == 0) return; | 
					
						
							|  |  |  |         if (hp.ShieldRecoverTime > 0) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             hp.ShieldRecoverTime -= Time.deltaTime; | 
					
						
							|  |  |  |             if (hp.ShieldRecoverTime < 0) | 
					
						
							|  |  |  |             { | 
					
						
							|  |  |  |                 hp.ShieldRecoverTime = 0; | 
					
						
							|  |  |  |             } | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         else | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             var newShield = hp.Shield.Value + hp.ShieldRecover * Time.deltaTime; | 
					
						
							|  |  |  |             hp.Shield.Value = Mathf.Min(hp.ShieldMax.Value, newShield); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | } |