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@@ -39,7 +39,6 @@ public class ESpirits_Cook : MonoBehaviour
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private int count; //顾客数量
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private int count; //顾客数量
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public float larger; //顾客变大的程度
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public float larger; //顾客变大的程度
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- public bool canMove = false; //厨师可移动
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private GameObject player1;
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private GameObject player1;
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private GameObject player2;
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private GameObject player2;
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@@ -47,6 +46,10 @@ public class ESpirits_Cook : MonoBehaviour
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public GameObject lockEffect;
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public GameObject lockEffect;
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private GameObject curLock;
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private GameObject curLock;
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+ //public GameObject cookKillEffect;
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+
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+ private float pastTime;
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+ public float cookTime;
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public enum cookState
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public enum cookState
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{
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{
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@@ -92,7 +95,7 @@ public class ESpirits_Cook : MonoBehaviour
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ca.HpUp(value, larger);
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ca.HpUp(value, larger);
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customers[count] = ga;
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customers[count] = ga;
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count += 1;
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count += 1;
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- Instantiate(effect, ga.transform.position, new Quaternion(0, 0, 0, 0), ga.transform);
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+ //Instantiate(effect, ga.transform.position, new Quaternion(0, 0, 0, 0), ga.transform);
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if (chuan == 0)
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if (chuan == 0)
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{
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{
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toCatch = true;
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toCatch = true;
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@@ -106,8 +109,22 @@ public class ESpirits_Cook : MonoBehaviour
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{
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{
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if (other.gameObject.layer == 7 || other.gameObject.layer == 6)
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if (other.gameObject.layer == 7 || other.gameObject.layer == 6)
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{
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{
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- food = other.gameObject;
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- ChangeState(cookState.cook);
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+ food = other.transform.parent.parent.parent.gameObject;
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+ if (food.layer == 7 && !food.GetComponent<Demonic>().isDie)
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+ {
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+ print(11111111);
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+ food.GetComponent<Demonic>().ChangeState(CharacterState.Die);
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+ //cookKillEffect.SetActive(true);
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+ ChangeState(cookState.cook);
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+ print(22222222);
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+ }
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+ else if (food.layer == 6 && !food.GetComponent<Demonic>().isDie)
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+ {
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+ food.GetComponent<PlayerController>().ChangeState(CharacterState.Die);
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+ //cookKillEffect.SetActive(true);
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+ ChangeState(cookState.cook);
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+ print(state);
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+ }
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}
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}
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}
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}
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}
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}
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@@ -118,7 +135,7 @@ public class ESpirits_Cook : MonoBehaviour
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{
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{
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//卖串中
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//卖串中
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case cookState.sell:
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case cookState.sell:
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- canMove = false;
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+ ene.isBack = false;
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//不能被攻击
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//不能被攻击
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foreach (GameObject g in colliders)
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foreach (GameObject g in colliders)
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{
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{
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@@ -127,7 +144,6 @@ public class ESpirits_Cook : MonoBehaviour
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break;
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break;
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//走路中
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//走路中
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case cookState.walk:
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case cookState.walk:
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- canMove = true;
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dia.SetActive(false);
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dia.SetActive(false);
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//能被攻击
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//能被攻击
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foreach (GameObject g in colliders)
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foreach (GameObject g in colliders)
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@@ -139,11 +155,11 @@ public class ESpirits_Cook : MonoBehaviour
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break;
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break;
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//发现目标
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//发现目标
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case cookState.find:
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case cookState.find:
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+ ene.ChangeState(CharacterState.FindPlayer);
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break;
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break;
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//冲刺中
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//冲刺中
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case cookState.run:
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case cookState.run:
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- canMove = true;
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foreach (GameObject g in colliders)
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foreach (GameObject g in colliders)
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{
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{
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g.SetActive(true);
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g.SetActive(true);
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@@ -151,9 +167,13 @@ public class ESpirits_Cook : MonoBehaviour
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break;
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break;
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//鲨人中
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//鲨人中
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case cookState.cook:
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case cookState.cook:
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+ ani.Play("attack_march", 0, 0);
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+ ene.canMove = false;
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break;
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break;
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//返回中
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//返回中
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case cookState.back:
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case cookState.back:
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+ ene.canMove = true;
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+ ene.isBack = true;
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break;
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break;
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default:
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default:
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break;
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break;
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@@ -187,15 +207,22 @@ public class ESpirits_Cook : MonoBehaviour
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switch (cs)
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switch (cs)
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{
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{
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case cookState.walk:
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case cookState.walk:
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-
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break;
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break;
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case cookState.find:
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case cookState.find:
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+ if (ene.isFindPlayer)
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+ {
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+ ene.ChangeState(CharacterState.ReadyToRush);
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+ }
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break;
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break;
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case cookState.back:
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case cookState.back:
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break;
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break;
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-
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case cookState.cook:
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case cookState.cook:
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-
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+ pastTime += Time.deltaTime;
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+ if (pastTime >= cookTime)
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+ {
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+ pastTime = 0;
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+ ChangeState(cookState.back);
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+ }
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break;
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break;
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case cookState.run:
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case cookState.run:
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ene.targetCharacter = target.GetComponent<Character>();
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ene.targetCharacter = target.GetComponent<Character>();
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