Browse Source

弱点被打爆后弱点消失

SZAND\msx_2 1 year ago
parent
commit
a3297d549c

+ 581 - 65
ActionTowerDefense/Assets/Resources/Prefab/Boss/Boss_YuMenGuan.prefab

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-  m_TagString: Untagged
+  m_TagString: Boss
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
@@ -1754,6 +2128,76 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   owner: {fileID: 0}
+--- !u!114 &7888583492963887450
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 7724734883231965489}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 8ff1eeae99d9b8142acd628550a50e26, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  owner: {fileID: 0}
+--- !u!114 &2808822570078102308
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
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+  m_Script: {fileID: 11500000, guid: 7f497f5eaf59ac6499fcb1e6b0c5f857, type: 3}
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+  rb: {fileID: 0}
+  bodyTrans: {fileID: 0}
+  beSearchTrigger: {fileID: 0}
+  searchTrigger: {fileID: 0}
+  bodyCollider: {fileID: 0}
+  uiHp: {fileID: 0}
+  state: 0
+  totalHp: 100
+  hp: 0
+  isDie: 0
+  isRevive: 0
+  linked: 0
+  canNotAddForce: 0
+  canNotChangeHurt: 0
+  invincibleTime: 0
+  totalDieKeepTime: 2
+  dieKeepTime: 0
+  canHitFly: 0
+  isNonAttack: 0
+  attackTime: 0
+  totalAttack1Time: 0.5
+  totalAttack2Time: 0.5
+  attackType: 0
+  bulletPrefab: {fileID: 0}
+  shootPos: []
+  shootTrack: 0
+  attack1Infos: []
+  attack2Infos: []
+  attackTriggers: []
+  targetTypes: 
+  targetCharacter: {fileID: 0}
+  attackTarget: {fileID: 0}
+  beTargetCharacter: []
+  isSpirit: 0
+  isTran: 0
+  pc: {fileID: 0}
+  hptp: 0
+  joint: {fileID: 0}
+  rope: {fileID: 0}
+  beLarger: 0
+  cookEffect: {fileID: 0}
 --- !u!1 &8560672494665079236
 GameObject:
   m_ObjectHideFlags: 0
@@ -2036,9 +2480,11 @@ GameObject:
   - component: {fileID: 7164234114830191016}
   - component: {fileID: 7509757783990018327}
   - component: {fileID: 2647819166804138133}
+  - component: {fileID: 655980224582268898}
+  - component: {fileID: 3640883854387794557}
   m_Layer: 16
   m_Name: weak1
-  m_TagString: Untagged
+  m_TagString: Boss
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
@@ -2136,3 +2582,73 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   owner: {fileID: 0}
+--- !u!114 &655980224582268898
+MonoBehaviour:
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+  m_Name: 
+  m_EditorClassIdentifier: 
+  owner: {fileID: 0}
+--- !u!114 &3640883854387794557
+MonoBehaviour:
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+  m_PrefabInstance: {fileID: 0}
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+  m_Script: {fileID: 11500000, guid: 7f497f5eaf59ac6499fcb1e6b0c5f857, type: 3}
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+  bodyTrans: {fileID: 0}
+  beSearchTrigger: {fileID: 0}
+  searchTrigger: {fileID: 0}
+  bodyCollider: {fileID: 0}
+  uiHp: {fileID: 0}
+  state: 0
+  totalHp: 100
+  hp: 0
+  isDie: 0
+  isRevive: 0
+  linked: 0
+  canNotAddForce: 0
+  canNotChangeHurt: 0
+  invincibleTime: 0
+  totalDieKeepTime: 2
+  dieKeepTime: 0
+  canHitFly: 0
+  isNonAttack: 0
+  attackTime: 0
+  totalAttack1Time: 0.5
+  totalAttack2Time: 0.5
+  attackType: 0
+  bulletPrefab: {fileID: 0}
+  shootPos: []
+  shootTrack: 0
+  attack1Infos: []
+  attack2Infos: []
+  attackTriggers: []
+  targetTypes: 
+  targetCharacter: {fileID: 0}
+  attackTarget: {fileID: 0}
+  beTargetCharacter: []
+  isSpirit: 0
+  isTran: 0
+  pc: {fileID: 0}
+  hptp: 0
+  joint: {fileID: 0}
+  rope: {fileID: 0}
+  beLarger: 0
+  cookEffect: {fileID: 0}

+ 38 - 8
ActionTowerDefense/Assets/Scripts/Boss/Boss.cs

@@ -17,15 +17,15 @@ public struct BossState
 {
     public int coreHp;              //核心血量
     public Vector3 scale;           //体型
-    public Weakness[] weaknesses;   //弱点
+    public StateWeakness[] weaknesses;   //弱点
     public GameObject core;
 }
 
 [System.Serializable]
-public struct Weakness
+public struct StateWeakness
 {
-    public GameObject weakness;
-    public int weaknessHp;
+    public GameObject obj;
+    public int Hp;
 }
 
 public class Boss : MoveCharacter
@@ -36,22 +36,52 @@ public class Boss : MoveCharacter
     private BossState curState;
     private int curStateTotalHp;        //当前阶段总血量
 
+    //计算当前形态总血量
     private void CalculateHp()
     {
         curStateTotalHp = curState.coreHp;
-        foreach(Weakness w in curState.weaknesses)
+        foreach(StateWeakness w in curState.weaknesses)
         {
-            curStateTotalHp += w.weaknessHp;
+            curStateTotalHp += w.Hp;
         }
         totalHp = curStateTotalHp;
     }
 
-    private void Start()
+    //切换形态
+    private void ChangeState()
     {
         curState = states[curStateId];
         CalculateHp();
+        ChangeWeakness();
+    }
+
+    //切换弱点
+    private void ChangeWeakness()
+    {
+        StateWeakness[] ws = curState.weaknesses;
+        for (int i = 0; i < ws.Length; i++)
+        {
+            Weakness w = ws[i].obj.GetComponent<Weakness>();
+            w.totalHp = ws[i].Hp;
+            w.boss = this;
+            ws[i].obj.SetActive(true);
+        }
+    }
+
+    private void Start()
+    {
+        ChangeState();
         base.Init();
     }
 
-    
+    public override void BeHit(int damage, Vector3 force, bool changeHurt, float repelValue)
+    {
+        hp -= damage;
+        uiHp.Show(hp, totalHp);
+        if (hp <= 0)
+        {
+            ChangeState(CharacterState.Die);
+            return;
+        }
+    }
 }

+ 38 - 0
ActionTowerDefense/Assets/Scripts/Boss/Weakness.cs

@@ -0,0 +1,38 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Weakness : Character
+{
+    [Header("¶¥Í·ÉÏ˾")]
+    public Boss boss;
+
+    private void Start()
+    {
+        hp = totalHp;
+        beSearchTrigger = GetComponent<BeSearchTrigger>();
+    }
+
+    public override void BeHit(int damage, Vector3 force, bool changeHurt, float repelValue)
+    {
+        hp -= damage;
+        if (hp <= 0)
+        {
+            ChangeState(CharacterState.Die);
+            return;
+        }
+        boss.BeHit(damage, force, changeHurt, repelValue);
+    }
+
+    public override void ChangeState(CharacterState newState)
+    {
+        switch (newState)
+        {
+            case CharacterState.Die:
+                gameObject.SetActive(false);
+                break;
+            default:
+                break;
+        }
+    }
+}

+ 11 - 0
ActionTowerDefense/Assets/Scripts/Boss/Weakness.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7f497f5eaf59ac6499fcb1e6b0c5f857
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 2 - 2
ActionTowerDefense/Assets/Scripts/Util.cs

@@ -688,13 +688,13 @@ namespace Base.Common
                     }
                     break;
                 case "Demonic":
-                    if (otherTag == "Enemy" || otherTag == "EnemyTower" || otherTag == "Portal")
+                    if (otherTag == "Enemy" || otherTag == "EnemyTower" || otherTag == "Portal" || otherTag == "Boss")
                     {
                         return true;
                     }
                     break;
                 case "Tower":
-                    if (otherTag == "Enemy" || otherTag == "EnemyTower")
+                    if (otherTag == "Enemy" || otherTag == "EnemyTower" || otherTag == "Boss")
                     {
                         return true;
                     }

+ 1 - 1
ActionTowerDefense/ProjectSettings/DynamicsManager.asset

@@ -18,7 +18,7 @@ PhysicsManager:
   m_ClothInterCollisionDistance: 0.1
   m_ClothInterCollisionStiffness: 0.2
   m_ContactsGeneration: 1
-  m_LayerCollisionMatrix: ffe7ffffffe7ffffffe7fffffff7ffffffe7ffffffe7ffff3f40feff3f40feff3f40feff3fe0feff3fe0feff0090feff08a8feff3fb6feffff87feff3ffefeff3f00feffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
+  m_LayerCollisionMatrix: ffe7ffffffe7ffffffe7fffffff7ffffffe7ffffffe7ffff3f40feff3f40feff3f40feff3fe0feff3fe0feff0090feff08a8feff3fb6feffff87ffff3ffefeff3f40feffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
   m_AutoSimulation: 1
   m_AutoSyncTransforms: 0
   m_ReuseCollisionCallbacks: 1