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- using UnityEngine;
- using Sirenix.OdinInspector;
- public class ESpirits_Assassin : Enemy
- {
- public enum ESpiritsState
- {
- None,
- Normal, //正常状态
- FindPlayer, //寻找主角位置
- Ready, //冲刺预警
- Rushing, //向主角方向冲刺中
- ReadyToDown, //准备落地斩
- Down, //落地斩
- DownEnd,
- }
- [FoldoutGroup("组件")] public GameObject aimPrefab;
- [FoldoutGroup("组件")] public AttackTrigger dashTrigger;
- [FoldoutGroup("角色信息")][DisplayOnly] public ESpiritsState eSpiritsState;
- [Space(30)]
- [Title("ESpirits_Assassin属性")]
- [DisplayOnly] public float time;
- public float attackCD;
- [FoldoutGroup("冲刺")] [LabelText("预警距离")] public float readyDistance;
- [FoldoutGroup("冲刺")] [LabelText("冲刺距离")] public float rushDistance;
- [FoldoutGroup("冲刺")] [LabelText("瞄准时间")] public float readyTime;
- [FoldoutGroup("冲刺")] [LabelText("冲刺速度")] public float rushSpeed;
- private Vector3 directionToTarget;
- private float angleToTarget;
- private Vector3 startRushPos;
- private float endTime;
- public AnimationClip fall_endAnimationClip;
- private int oldHitResistance;
- public override void Awake()
- {
- base.Awake();
- endTime = fall_endAnimationClip.length;
- oldHitResistance = hitResistance;
- }
- protected override void Start()
- {
- base.Start();
- len = 1;
- dashTrigger.attackMethod.attackInfo.damage = attackController.attackMethod_summon[0].attackInfo.damage;
- }
- public override void Init()
- {
- base.Init();
- time = attackCD;
- }
- public override void OnState()
- {
- PlayerController playerController = PlayersInput.instance[0];
- switch (state)
- {
- case CharacterState.Idle:
- case CharacterState.Run:
- switch (eSpiritsState)
- {
- case ESpiritsState.Normal:
- time += Time.deltaTime;
- if (time > attackCD)
- {
- eSpiritsState = ESpiritsState.FindPlayer;
- }
- break;
- case ESpiritsState.FindPlayer:
- if (playerController && !playerController.isDie)
- {
- if(Vector3.Distance(playerController.transform.position, transform.position) < readyDistance)
- {
- ChangeState(CharacterState.Attack);
- eSpiritsState = ESpiritsState.Ready;
- hitResistance = 100;
- attributeStatus.resistances.controlOrder = 1;
- rb.useGravity = false;
- rb.velocity = Vector3.zero;
- bodyCollider.SetActive(false);
- ani.Play("charge", 0, 0);
- aimPrefab.transform.localScale = new Vector3(rushDistance / 1.5f, 1, 1);
- directionToTarget = (playerController.transform.position + Vector3.up - aimPrefab.transform.position).normalized;
- angleToTarget = Mathf.Atan2(directionToTarget.y, directionToTarget.x) * Mathf.Rad2Deg;
- aimPrefab.transform.rotation = Quaternion.Euler(0, 0, angleToTarget);
- aimPrefab.SetActive(true);
- time = 0;
- hitFeedbackSystem.canBeHitStun = false;
- }
- }
- break;
- default:
- Debug.LogError("有bug导致刺客状态出错");
- return;
- }
- break;
- case CharacterState.Attack:
- switch (eSpiritsState)
- {
- case ESpiritsState.Ready:
- time += Time.deltaTime;
- if(time > readyTime)
- {
- time = 0;
- aimPrefab.SetActive(false);
- ani.Play("attack_summon", 0, 0);
- //dashTrigger.SetActive(true);
- eSpiritsState = ESpiritsState.Rushing;
- transform.rotation = Quaternion.Euler(0, 0,
- bodyTrans.localScale.x > 0 ?
- angleToTarget - 180
- : angleToTarget);
- startRushPos = transform.position;
- dashTrigger.gameObject.SetActive(true);
- }
- break;
- case ESpiritsState.Rushing:
- rb.velocity = directionToTarget * rushSpeed;
- if(Vector3.Distance(startRushPos,transform.position) > rushDistance)
- {
- dashTrigger.gameObject.SetActive(false);
- rb.velocity = Vector3.zero;
- Quaternion targetQt = Quaternion.Euler(Vector3.zero);
- if (foot.TrigGround)
- {
- bodyCollider.SetActive(true);
- eSpiritsState = ESpiritsState.DownEnd;
- ani.Play("fall_end", 0, 0);
- rb.useGravity = true;
- if (!foot.haveGravity)
- {
- transform.position = new Vector3(transform.position.x, platformPosY, transform.position.z);
- targetQt = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, platformRotZ);
- }
- }
- else
- {
- eSpiritsState = ESpiritsState.ReadyToDown;
- ani.Play("charge", 0, 0);
- directionToTarget = Vector3.down;
- angleToTarget = 270;
- }
- transform.rotation = targetQt;
- time = 0;
- }
- break;
- case ESpiritsState.ReadyToDown:
- time += Time.deltaTime;
- if (time > readyTime)
- {
- ani.Play("attack_summon", 0, 0);
- transform.rotation = Quaternion.Euler(0, 0,
- bodyTrans.localScale.x > 0 ?
- angleToTarget - 180
- : angleToTarget);
- //dashTrigger.SetActive(true);
- eSpiritsState = ESpiritsState.Down;
- startRushPos = transform.position;
- }
- break;
- case ESpiritsState.Down:
- rb.velocity = directionToTarget * rushSpeed;
- if (foot.TrigGround)
- {
- bodyCollider.SetActive(true);
- eSpiritsState = ESpiritsState.DownEnd;
- rb.velocity = Vector3.zero;
- ani.Play("fall_end", 0, 0);
- rb.useGravity = true;
- Quaternion targetQt = Quaternion.Euler(Vector3.zero);
- if (!foot.haveGravity)
- {
- transform.position = new Vector3(transform.position.x, platformPosY, transform.position.z);
- targetQt = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, platformRotZ);
- }
- transform.rotation = targetQt;
- time = 0;
- }
- break;
- case ESpiritsState.DownEnd:
- time += Time.deltaTime;
- if(time > endTime)
- {
- eSpiritsState = ESpiritsState.Normal;
- ani.Play("idle", 0, 0);
- time = 0;
- hitResistance = oldHitResistance;
- attributeStatus.resistances.controlOrder = 0;
- hitFeedbackSystem.canBeHitStun = true;
- ChangeState(CharacterState.Idle);
- }
- break;
- default:
- base.OnState();
- break;
- }
- return;
- }
- base.OnState();
- }
- public override Vector3 GetMoveDir()
- {
- Vector3 moveDir = Vector3.zero;
- switch (eSpiritsState)
- {
- case ESpiritsState.FindPlayer:
- PlayerController playerController = PlayersInput.instance[0];
- if (playerController && !playerController.isDie)
- {
- if (playerController.transform.position.x - transform.position.x < -1)
- {
- moveDir = Vector3.left;
- }
- else if (playerController.transform.position.x - transform.position.x > 1)
- {
- moveDir = Vector3.right;
- }
- else
- {
- moveDir = bodyTrans.localScale.x > 0 ? Vector3.left : Vector3.right;
- }
- return moveDir;
- }
- break;
- case ESpiritsState.Ready:
- return Vector3.zero;
- }
- return base.GetMoveDir();
-
- }
- public override bool GetAttack()
- {
- switch (eSpiritsState)
- {
- case ESpiritsState.Normal:
- return base.GetAttack();
- default:
- return false;
- }
-
- }
- public override void ChangeState(CharacterState newState)
- {
- switch (eSpiritsState)
- {
- case ESpiritsState.Ready:
- switch (newState)
- {
- case CharacterState.Die:
- base.ChangeState(newState);
- break;
- }
- return;
- default:
- base.ChangeState(newState);
- break;
- }
- }
- }
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