Projext/Assets/5.TestScript/HealthAltar.cs

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using UnityEngine;
public class HealthAltar : MonoBehaviour
{
[Header("--- <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ---")]
[SerializeField] private float cooldown = 60f; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ð<EFBFBD>
private float _nextUseTime = 0f;
// PlayerInteraction<6F><6E><EFBFBD><EFBFBD> ȣ<><C8A3><EFBFBD><EFBFBD> <20>Լ<EFBFBD>
public void Use(PlayerHealth target)
{
if (target == null) return;
if (Time.time >= _nextUseTime)
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴϱ<CFB4> Ǯ<>Ƿ<EFBFBD> ä<><C3A4><EFBFBD>ݴϴ<DDB4>.
target.Heal(9999f);
_nextUseTime = Time.time + cooldown; // <20><>Ÿ<EFBFBD><C5B8> <20><><EFBFBD><EFBFBD>
Debug.Log("<color=cyan>[Altar]</color> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>! <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ĩ<EFBFBD>ϴ<EFBFBD>.");
}
else
{
float remaining = Mathf.Ceil(_nextUseTime - Time.time);
Debug.Log($"<color=yellow>[Altar]</color> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʾҽ<CABE><D2BD>ϴ<EFBFBD>. ({remaining}<7D><> <20><><EFBFBD><EFBFBD>)");
}
}
}