ESpirits_Assassin.cs 11 KB

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  1. using UnityEngine;
  2. using Sirenix.OdinInspector;
  3. public class ESpirits_Assassin : Enemy
  4. {
  5. public enum ESpiritsState
  6. {
  7. None,
  8. Normal, //正常状态
  9. FindPlayer, //寻找主角位置
  10. Ready, //冲刺预警
  11. Rushing, //向主角方向冲刺中
  12. ReadyToDown, //准备落地斩
  13. Down, //落地斩
  14. DownEnd,
  15. }
  16. [FoldoutGroup("组件")] public GameObject aimPrefab;
  17. [FoldoutGroup("组件")] public AttackTrigger dashTrigger;
  18. [FoldoutGroup("角色信息")][DisplayOnly] public ESpiritsState eSpiritsState;
  19. [Space(30)]
  20. [Title("ESpirits_Assassin属性")]
  21. [DisplayOnly] public float time;
  22. public float attackCD;
  23. [FoldoutGroup("冲刺")] [LabelText("预警距离")] public float readyDistance;
  24. [FoldoutGroup("冲刺")] [LabelText("冲刺距离")] public float rushDistance;
  25. [FoldoutGroup("冲刺")] [LabelText("瞄准时间")] public float readyTime;
  26. [FoldoutGroup("冲刺")] [LabelText("冲刺速度")] public float rushSpeed;
  27. private Vector3 directionToTarget;
  28. private float angleToTarget;
  29. private Vector3 startRushPos;
  30. private float endTime;
  31. public AnimationClip fall_endAnimationClip;
  32. private int oldHitResistance;
  33. public override void Awake()
  34. {
  35. base.Awake();
  36. endTime = fall_endAnimationClip.length;
  37. oldHitResistance = hitResistance;
  38. }
  39. protected override void Start()
  40. {
  41. base.Start();
  42. len = 1;
  43. dashTrigger.attackMethod.attackInfo.damage = attackController.attackMethod_summon[0].attackInfo.damage;
  44. }
  45. public override void Init()
  46. {
  47. base.Init();
  48. time = attackCD;
  49. }
  50. public override void OnState()
  51. {
  52. PlayerController playerController = PlayersInput.instance[0];
  53. switch (state)
  54. {
  55. case CharacterState.Idle:
  56. case CharacterState.Run:
  57. switch (eSpiritsState)
  58. {
  59. case ESpiritsState.Normal:
  60. time += Time.deltaTime;
  61. if (time > attackCD)
  62. {
  63. eSpiritsState = ESpiritsState.FindPlayer;
  64. }
  65. break;
  66. case ESpiritsState.FindPlayer:
  67. if (playerController && !playerController.isDie)
  68. {
  69. if(Vector3.Distance(playerController.transform.position, transform.position) < readyDistance)
  70. {
  71. ChangeState(CharacterState.Attack);
  72. eSpiritsState = ESpiritsState.Ready;
  73. hitResistance = 100;
  74. attributeStatus.resistances.controlOrder = 1;
  75. rb.useGravity = false;
  76. rb.velocity = Vector3.zero;
  77. bodyCollider.SetActive(false);
  78. ani.Play("charge", 0, 0);
  79. aimPrefab.transform.localScale = new Vector3(rushDistance / 1.5f, 1, 1);
  80. directionToTarget = (playerController.transform.position + Vector3.up - aimPrefab.transform.position).normalized;
  81. angleToTarget = Mathf.Atan2(directionToTarget.y, directionToTarget.x) * Mathf.Rad2Deg;
  82. aimPrefab.transform.rotation = Quaternion.Euler(0, 0, angleToTarget);
  83. aimPrefab.SetActive(true);
  84. time = 0;
  85. hitFeedbackSystem.canBeHitStun = false;
  86. }
  87. }
  88. break;
  89. default:
  90. Debug.LogError("有bug导致刺客状态出错");
  91. return;
  92. }
  93. break;
  94. case CharacterState.Attack:
  95. switch (eSpiritsState)
  96. {
  97. case ESpiritsState.Ready:
  98. time += Time.deltaTime;
  99. if(time > readyTime)
  100. {
  101. time = 0;
  102. aimPrefab.SetActive(false);
  103. ani.Play("attack_summon", 0, 0);
  104. //dashTrigger.SetActive(true);
  105. eSpiritsState = ESpiritsState.Rushing;
  106. transform.rotation = Quaternion.Euler(0, 0,
  107. bodyTrans.localScale.x > 0 ?
  108. angleToTarget - 180
  109. : angleToTarget);
  110. startRushPos = transform.position;
  111. dashTrigger.gameObject.SetActive(true);
  112. }
  113. break;
  114. case ESpiritsState.Rushing:
  115. rb.velocity = directionToTarget * rushSpeed;
  116. if(Vector3.Distance(startRushPos,transform.position) > rushDistance)
  117. {
  118. dashTrigger.gameObject.SetActive(false);
  119. rb.velocity = Vector3.zero;
  120. Quaternion targetQt = Quaternion.Euler(Vector3.zero);
  121. if (foot.TrigGround)
  122. {
  123. bodyCollider.SetActive(true);
  124. eSpiritsState = ESpiritsState.DownEnd;
  125. ani.Play("fall_end", 0, 0);
  126. rb.useGravity = true;
  127. if (!foot.haveGravity)
  128. {
  129. transform.position = new Vector3(transform.position.x, platformPosY, transform.position.z);
  130. targetQt = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, platformRotZ);
  131. }
  132. }
  133. else
  134. {
  135. eSpiritsState = ESpiritsState.ReadyToDown;
  136. ani.Play("charge", 0, 0);
  137. directionToTarget = Vector3.down;
  138. angleToTarget = 270;
  139. }
  140. transform.rotation = targetQt;
  141. time = 0;
  142. }
  143. break;
  144. case ESpiritsState.ReadyToDown:
  145. time += Time.deltaTime;
  146. if (time > readyTime)
  147. {
  148. ani.Play("attack_summon", 0, 0);
  149. transform.rotation = Quaternion.Euler(0, 0,
  150. bodyTrans.localScale.x > 0 ?
  151. angleToTarget - 180
  152. : angleToTarget);
  153. //dashTrigger.SetActive(true);
  154. eSpiritsState = ESpiritsState.Down;
  155. startRushPos = transform.position;
  156. }
  157. break;
  158. case ESpiritsState.Down:
  159. rb.velocity = directionToTarget * rushSpeed;
  160. if (foot.TrigGround)
  161. {
  162. bodyCollider.SetActive(true);
  163. eSpiritsState = ESpiritsState.DownEnd;
  164. rb.velocity = Vector3.zero;
  165. ani.Play("fall_end", 0, 0);
  166. rb.useGravity = true;
  167. Quaternion targetQt = Quaternion.Euler(Vector3.zero);
  168. if (!foot.haveGravity)
  169. {
  170. transform.position = new Vector3(transform.position.x, platformPosY, transform.position.z);
  171. targetQt = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, platformRotZ);
  172. }
  173. transform.rotation = targetQt;
  174. time = 0;
  175. }
  176. break;
  177. case ESpiritsState.DownEnd:
  178. time += Time.deltaTime;
  179. if(time > endTime)
  180. {
  181. eSpiritsState = ESpiritsState.Normal;
  182. ani.Play("idle", 0, 0);
  183. time = 0;
  184. hitResistance = oldHitResistance;
  185. attributeStatus.resistances.controlOrder = 0;
  186. hitFeedbackSystem.canBeHitStun = true;
  187. ChangeState(CharacterState.Idle);
  188. }
  189. break;
  190. default:
  191. base.OnState();
  192. break;
  193. }
  194. return;
  195. }
  196. base.OnState();
  197. }
  198. public override Vector3 GetMoveDir()
  199. {
  200. Vector3 moveDir = Vector3.zero;
  201. switch (eSpiritsState)
  202. {
  203. case ESpiritsState.FindPlayer:
  204. PlayerController playerController = PlayersInput.instance[0];
  205. if (playerController && !playerController.isDie)
  206. {
  207. if (playerController.transform.position.x - transform.position.x < -1)
  208. {
  209. moveDir = Vector3.left;
  210. }
  211. else if (playerController.transform.position.x - transform.position.x > 1)
  212. {
  213. moveDir = Vector3.right;
  214. }
  215. else
  216. {
  217. moveDir = bodyTrans.localScale.x > 0 ? Vector3.left : Vector3.right;
  218. }
  219. return moveDir;
  220. }
  221. break;
  222. case ESpiritsState.Ready:
  223. return Vector3.zero;
  224. }
  225. return base.GetMoveDir();
  226. }
  227. public override bool GetAttack()
  228. {
  229. switch (eSpiritsState)
  230. {
  231. case ESpiritsState.Normal:
  232. return base.GetAttack();
  233. default:
  234. return false;
  235. }
  236. }
  237. public override void ChangeState(CharacterState newState)
  238. {
  239. switch (eSpiritsState)
  240. {
  241. case ESpiritsState.Ready:
  242. switch (newState)
  243. {
  244. case CharacterState.Die:
  245. base.ChangeState(newState);
  246. break;
  247. }
  248. return;
  249. default:
  250. base.ChangeState(newState);
  251. break;
  252. }
  253. }
  254. }