using Spine.Unity; using Spine; using System.Collections; using System.Collections.Generic; using UnityEngine; using TMPro; using Sirenix.OdinInspector; //角色状态 public enum CharacterState { None = 0, Idle = 1, Run = 2, Rise = 3, //空中上升 Fall = 4, //空中下落 Attack = 6, KeepAttack = 7, Summon = 8, Rush = 9, Sprint = 10, Die = 11, HitStun, //僵直 FramePause, //顿帧 //控制效果 SpecialStatus_Float, SpecialStatus_ShotDown, SpecialStatus_BlowUp, SpecialStatus_Weak, LockSoul = 25, //在锁魂塔中 Conduct = 26, //在指挥中 } public class Character : MonoBehaviour { [FoldoutGroup("组件", order: -1)] public Rigidbody rb; [FoldoutGroup("组件")] public Transform bodyTrans; [FoldoutGroup("组件")] public BeSearchTrigger beSearchTrigger; [FoldoutGroup("组件")] public SearchTrigger searchTrigger; [FoldoutGroup("组件")] public GameObject bodyCollider; [FoldoutGroup("组件")] public UIHP uiHp; [FoldoutGroup("组件")] public BeHitTrigger beHitTrigger; [FoldoutGroup("组件")] public AttackController attackController; [FoldoutGroup("组件")] public Platform platform; [Space(30)] [Title("Character属性")] [LabelText("骨骼")] public SkeletonMecanim mecanim; public Skeleton skeleton; [HideInInspector] public MeshRenderer meshRenderer; [FoldoutGroup("动画", order: -1)] public Animator ani; [FoldoutGroup("动画")] public float totalDieKeepTime = 2f; [Header("跳字开关")] [FoldoutGroup("伤害跳字")] public bool showInjuryNum; [Header("跳字样式")] [FoldoutGroup("伤害跳字", order: -1)] public GameObject injuryNumText; //伤害跳字 [FoldoutGroup("伤害跳字")] public GameObject injuryNumTextSummon; //伤害跳字(起手式) [Header("跳字位置")] [FoldoutGroup("伤害跳字")] [LabelText("起手式位置")] public Vector2 injuryNumPos_summon = new Vector2(0, 1); [FoldoutGroup("伤害跳字")] [LabelText("起手式随机范围")] public Vector2 injuryNumRandom_summon = Vector2.one; [FoldoutGroup("伤害跳字")] [LabelText("行军式位置")] public Vector2 injuryNumPos_march = new Vector2(0, 1); [FoldoutGroup("伤害跳字")] [LabelText("行军式随机范围")] public Vector2 injuryNumRandom_march = Vector2.one * 2; [Header("死亡后多久尸体消失")] [HideInInspector] public float dieKeepTime; [Header("受击距离")] public float beHitDistance; [HideInInspector] public float attackDis; //当前目标 [DisplayOnly] public Character targetCharacter; [HideInInspector] public Character attackTarget; [DisplayOnly] [FoldoutGroup("角色信息", order: -1)] public CharacterState state; [FoldoutGroup("角色信息")] public int totalHp = 100; [FoldoutGroup("角色信息")] public int hp; [Header("角色状态")] public bool canFly = false; [LabelText("飞行单位高度可进行修改")] [Tooltip("本来飞行的怪初始化锁定刚体Y轴,勾选这个可以让飞行单位刚体Y轴解锁(例如攻击状态下需要利用刚体向下冲刺的飞鹤)")] public bool canControlFly = false; [HideInInspector] public bool nowCanFly; //当前是否能飞行 [LabelText("不会被击落")][Tooltip("本来不能飞行的怪没法被击落,取消勾选这个可以让那些地面怪也被击落(例如爬上树的水猴子)")] public bool canNotShotDown = true; [LabelText("不会被击飞")] public bool canNotAddForce; [LabelText("不会被虚弱")] public bool canNotChangeHurt; [DisplayOnly] public bool isDie = false; //已死亡 [DisplayOnly] public bool isRevive; //从虚弱状态恢复中 [DisplayOnly] public float invincibleTime; //无敌时间 [Header("状态显示(临时)")] public GameObject statePre; private TextMeshProUGUI stateText; private float pastWordTime; [Header("锁魂塔")] public LockSoul ls; public bool isInSoulTower; //在锁魂塔范围内 [Header("体型增大")] [HideInInspector] public bool beLarger = false; public float toLargeSize = 0; //变大程度 private Vector3 speed = new Vector3(1, 1, 0); //变大速度 [Header("特效")] public GameObject cookEffect; //吃串加血 [Header("传送门")] public bool Attack_summonShootCanTransmit; //普攻1弓箭可以被传送 //调试开关 [Space] [LabelText("debug攻击者")] public bool debugAttackFrom; public virtual void Init() { //确保组件不丢失 if (!mecanim) { mecanim = GetComponentInChildren(); } if (mecanim && skeleton == null) { skeleton = mecanim.skeleton; } if (!meshRenderer) { meshRenderer = mecanim.GetComponent(); } if (!ani) { ani = GetComponentInChildren(); } //血量重置 hp = totalHp; nowCanFly = canFly; if (canFly && !canControlFly && rb != null) { rb.useGravity = false; rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezePositionZ; } else if (canFly && canControlFly && rb != null) { rb.useGravity = false; rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ; } uiHp.Show(hp, totalHp); isDie = false; ChangeState(CharacterState.Idle); if (attackController != null) { attackController.Init(); } } public virtual void FixedUpdate() { OnState(); } public void Turn() { bodyTrans.localScale = new Vector3(-bodyTrans.localScale.x, bodyTrans.localScale.y, bodyTrans.localScale.z); if (platform != null) { platform.left.transform.localPosition = new Vector3(-0.5f * bodyTrans.localScale.x, 0, 0); platform.right.transform.localPosition = new Vector3(0.5f * bodyTrans.localScale.x, 0, 0); } } public void CheckTurn(float dirX) { if (dirX > 0.1f) { if (bodyTrans.localScale.x > 0) { Turn(); } } else if (dirX < -0.1f) { if (bodyTrans.localScale.x < 0) { Turn(); } } } public virtual void OnState() { if (pastWordTime > 0) { pastWordTime -= Time.deltaTime; if (pastWordTime <= 0) { pastWordTime = 0; } } } public virtual void ChangeState(CharacterState newState) { } public void DebugAttackFrom(string attackFrom, int damage) { Debug.Log(attackFrom + "对" + gameObject.name + "使用了" + damage.ToString() + "点伤害的攻击"); } //仅造成伤害 public virtual void BeHit(int damage) { if (invincibleTime > 0) { return; } hp -= damage; //伤害跳字 if (showInjuryNum) { GameObject injuryNum; injuryNum = PoolManager.Instantiate(injuryNumText); injuryNum.transform.position = injuryNum.transform.position = new Vector3( transform.position.x + injuryNumPos_march.x + Random.Range(-injuryNumRandom_march.x / 2f, injuryNumRandom_march.x / 2f), transform.position.y + injuryNumPos_march.y + Random.Range(-injuryNumRandom_march.y / 2f, injuryNumRandom_march.y / 2f), transform.position.z); TextMeshProUGUI text = injuryNum.GetComponentInChildren(); text.text = damage.ToString(); } uiHp.Show(hp, totalHp); if (hp <= 0) { ChangeState(CharacterState.Die); return; } } //造成伤害附加其他效果 public virtual void BeHit(AttackInfo attackInfo, Character attackFrom, int damage = -1) { } public virtual Vector3 GetMoveDir() { Vector3 moveDir = Vector3.zero; return moveDir; } public virtual void SetSortingOrder(int order) { meshRenderer.sortingOrder = order; } //吃串增加血量上限 public void HpUp(float value, float larger) { cookEffect.transform.GetChild(0).gameObject.SetActive(true); int add = 0; value = value / 100; add = (int)(totalHp * value); totalHp += add; hp += add; uiHp.Show(hp, totalHp); float cur = transform.localScale.x; toLargeSize = cur * larger; beLarger = true; } //体型变大 public void Enlarge() { transform.localScale = Vector3.SmoothDamp(transform.localScale, new Vector3(1, 1, 1) * (toLargeSize + 0.1f), ref speed, 0.6f); if (transform.localScale.x >= toLargeSize - 0.1f) { beLarger = false; transform.localScale = new Vector3(toLargeSize, toLargeSize, toLargeSize); toLargeSize = 0; } } public virtual bool AdjustHeight() { return true; } public void ChangeStateText(CharacterState state) { if (!statePre) { return; } GameObject obj = PoolManager.Instantiate(statePre); stateText = obj.GetComponentInChildren(); obj.transform.position = transform.position + Vector3.up; pastWordTime += 0.5f; switch (state) { case CharacterState.SpecialStatus_Float: stateText.text = "漂浮"; break; case CharacterState.SpecialStatus_ShotDown: stateText.text = "击落"; break; case CharacterState.SpecialStatus_BlowUp: stateText.text = "击飞"; break; case CharacterState.SpecialStatus_Weak: stateText.text = "击晕"; break; case CharacterState.HitStun: stateText.text = "僵直"; break; } obj.SetActive(true); } }