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- using Spine.Unity;
- using Spine;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class Demonic : MoveCharacter
- {
- public int id;
- public float costMp = 10;
- public SearchState searchState;
- public float attackDistance;
- public bool canFly = false;
- private void Awake()
- {
-
- }
- private void OnDisable()
- {
- PlayerController.instance.OnDemonicRecycle(this);
- }
- public override void FixedUpdate()
- {
- OnSearchState();
- OnState();
- }
- public bool SearchTarget()
- {
- targetCharacter = searchTrigger.GetMinDisTarget(targetTypes, canHitFly);
- if (targetCharacter != null)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- public void ChangeSearchState(SearchState newState)
- {
- switch (searchState)
- {
- case SearchState.NoTarget:
- break;
- case SearchState.InSearchScope:
- break;
- case SearchState.InAttackScope:
- break;
- default:
- break;
- }
- searchState = newState;
- switch (searchState)
- {
- case SearchState.NoTarget:
- targetCharacter = null;
- break;
- case SearchState.InSearchScope:
- break;
- case SearchState.InAttackScope:
- break;
- default:
- break;
- }
- }
- public void OnSearchState()
- {
- switch (searchState)
- {
- case SearchState.NoTarget:
- if (SearchTarget())
- {
- ChangeSearchState(SearchState.InSearchScope);
- break;
- }
- //ĎňÍćźŇťůľŘŇĆśŻ
- break;
- case SearchState.InSearchScope:
- if (!SearchTarget())
- {
- targetCharacter = null;
- ChangeSearchState(SearchState.NoTarget);
- break;
- }
- if (targetCharacter != null && Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) <= attackDistance)
- {
- ChangeSearchState(SearchState.InAttackScope);
- break;
- }
- break;
- case SearchState.InAttackScope:
- if (targetCharacter != null)
- {
- if (!targetCharacter.gameObject.activeInHierarchy || targetCharacter.isDie
- || Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) > attackDistance)
- {
- ChangeSearchState(SearchState.NoTarget);
- }
- }
- else
- {
- ChangeSearchState(SearchState.NoTarget);
- }
- break;
- default:
- break;
- }
- }
- public override Vector3 GetMoveDir()
- {
- Vector3 moveDir = Vector3.zero;
- switch (searchState)
- {
- case SearchState.NoTarget:
- //if (PlayerController.instance.bodyTrans.localScale.x > 0)
- //{
- // moveDir = Vector3.left;
- //}
- //else
- //{
- // moveDir = Vector3.right;
- //}
- moveDir = Vector3.left;
- break;
- case SearchState.InSearchScope:
- if (targetCharacter)
- {
- if (targetCharacter.transform.position.x - transform.position.x < 0)
- {
- moveDir = Vector3.left;
- }
- else
- {
- moveDir = Vector3.right;
- }
- }
- else
- {
- moveDir = Vector3.zero;
- }
- break;
- case SearchState.InAttackScope:
- if (targetCharacter)
- {
- if (targetCharacter.transform.position.x - transform.position.x < 0)
- {
- moveDir = Vector3.left;
- }
- else
- {
- moveDir = Vector3.right;
- }
- }
- else
- {
- moveDir = Vector3.zero;
- }
- break;
- default:
- break;
- }
- return moveDir;
- }
- public bool GetAttack()
- {
- if (searchState == SearchState.InAttackScope)
- {
- return true;
- }
- return false;
- }
- public override void OnState()
- {
- base.OnState();
- hurtKeepTime -= Time.deltaTime;
- attackTime -= Time.deltaTime;
- dieKeepTime -= Time.deltaTime;
- invincibleTime -= Time.deltaTime;
- weakTime -= Time.deltaTime;
- Vector3 leftDir = GetMoveDir();
- bool isAttack = GetAttack();
- switch (state)
- {
- case CharacterState.Idle:
- if (isAttack)
- {
- Attack2();
- break;
- }
- if (!foot.TrigGround && !canFly)
- {
- if (rb.velocity.y > 0)
- {
- ChangeState(CharacterState.Rise);
- break;
- }
- else
- {
- ChangeState(CharacterState.Fall);
- break;
- }
- }
- if (leftDir.x > 0.3f || leftDir.x < -0.3f)
- {
- ChangeState(CharacterState.Run);
- break;
- }
- //rb.velocity = Vector3.zero;
- break;
- case CharacterState.Run:
- if (isAttack)
- {
- Attack2();
- break;
- }
- if (!foot.TrigGround && !canFly)
- {
- if (rb.velocity.y > 0)
- {
- ChangeState(CharacterState.Rise);
- break;
- }
- else
- {
- ChangeState(CharacterState.Fall);
- break;
- }
- }
- if (leftDir.x < 0.3f && leftDir.x > -0.3f)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- if (leftDir.x > 0.3f)
- {
- //rb.velocity += Vector3.right * moveAcc * Time.deltaTime;
- rb.velocity = Vector3.right * moveSpeed;
- //if (rb.velocity.x > maxMoveSpeed)
- //{
- // rb.velocity = new Vector3(maxMoveSpeed, rb.velocity.y, rb.velocity.z);
- //}
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- }
- else if (leftDir.x < -0.3f)
- {
- //rb.velocity -= Vector3.right * moveAcc * Time.deltaTime;
- rb.velocity = Vector3.left * moveSpeed;
- //if (rb.velocity.x < -maxMoveSpeed)
- //{
- // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
- //}
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- break;
- case CharacterState.Rise:
- if (rb.velocity.y <= 0)
- {
- ChangeState(CharacterState.Fall);
- break;
- }
- //if (btnJumpPress || cacheJumpTime > 0)
- //{
- // if (!airJumped && rb.velocity.y < airJumpSpeed)
- // {
- // airJumped = true;
- // AirJump();
- // break;
- // }
- //}
-
- rb.velocity += Vector3.up * extraRiseGravity * Time.deltaTime;
- break;
- case CharacterState.Fall:
- if (foot.TrigGround || canFly)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- //if (foot.canStepPlayers.Count > 0)
- //{
- // Jump(jumpSpeed / 2);
- // StepOther();
- // break;
- //}
- //if (foot.canStepEnemyList.Count > 0)
- //{
- // Jump(jumpSpeed / 2);
- // StepEnemy();
- // break;
- //}
- //if (btnJumpPress || cacheJumpTime > 0)
- //{
- // if (!airJumped)
- // {
- // airJumped = true;
- // AirJump();
- // break;
- // }
- // else if (canJumpTick >= runner.Tick)
- // {
- // Jump();
- // break;
- // }
- //}
- rb.velocity += Vector3.up * extraFallGravity * Time.deltaTime;
- break;
- case CharacterState.Hurt:
- if (hurtKeepTime <= 0)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- if (!foot.TrigGround)
- {
- rb.velocity += Vector3.up * extraFallGravity * Time.deltaTime;
- }
- Vector3 vel = rb.velocity;
- vel.x = vel.x * (1 - decelerationRatio * Time.deltaTime);
- rb.velocity = vel;
- break;
- case CharacterState.Attack:
- if (attackTime <= 0)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- break;
- case CharacterState.Die:
- if (dieKeepTime <= 0)
- {
- print("Die:" + gameObject.name);
- gameObject.SetActive(false);
- break;
- }
- break;
- case CharacterState.Weak:
- if (weakTime <= 0)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- break;
- default:
- break;
- }
- }
- public override void ChangeState(CharacterState newState)
- {
- switch (state)
- {
- case CharacterState.Idle:
- break;
- case CharacterState.Run:
- rb.velocity = Vector3.zero;
- break;
- case CharacterState.Rise:
- break;
- case CharacterState.Fall:
- rb.velocity = Vector3.zero;
- break;
- case CharacterState.Hurt:
- break;
- case CharacterState.Attack:
- aniCollider.Play("NotAttack", 1, 0);
- break;
- case CharacterState.Die:
- isDie = false;
- break;
- case CharacterState.Weak:
- break;
- default:
- break;
- }
- CharacterState oldState = state;
- state = newState;
- switch (newState)
- {
- case CharacterState.Idle:
- ani.Play("idle", 0, 0);
- aniCollider.Play("Idle", 0, 0);
- rb.velocity = Vector3.zero;
- //animalAni.SetInteger("state", (int)PlayerState.Idle);
- break;
- case CharacterState.Run:
- ani.Play("walk", 0, 0);
- aniCollider.Play("Walk", 0, 0);
- //animalAni.SetInteger("state", (int)PlayerState.Walk);
- break;
- case CharacterState.Rise:
- aniCollider.Play("Rise", 0, 0);
- break;
- case CharacterState.Fall:
- aniCollider.Play("Fall", 0, 0);
- //animalAni.SetInteger("state", (int)PlayerState.Fall);
- break;
- case CharacterState.Hurt:
- ani.Play("hitted", 0, 0);
- aniCollider.Play("Hurt", 0, 0);
- invincibleTime = totalInvincibleTime;
- //ani.Play("Invincible", 2, 0);
- break;
- case CharacterState.Attack:
- break;
- case CharacterState.Die:
- ani.Play("die", 0, 0);
- aniCollider.Play("Die", 0, 0);
- isDie = true;
- dieKeepTime = totalDieKeepTime;
- break;
- case CharacterState.Weak:
- aniCollider.Play("Weak", 0, 0);
- ani.Play("weak", 0, 0);
- Vector3 velocity = rb.velocity;
- velocity.y = weakUpSpeed;
- rb.velocity = velocity;
- weakTime = totalWeakTime;
- break;
- default:
- break;
- }
- }
- public override void Attack1()
- {
- base.Attack1();
- Vector3 moveDir;
- if (PlayerController.instance.bodyTrans.localScale.x > 0)
- {
- moveDir = Vector3.left;
- }
- else
- {
- moveDir = Vector3.right;
- }
- if (moveDir.x > 0.3f)
- {
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- }
- else if (moveDir.x < -0.3f)
- {
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- invincibleTime = totalAttack1Time;
- attackTarget = targetCharacter;
- }
- public override void Attack2()
- {
- base.Attack2();
- attackTarget = targetCharacter;
- }
- }
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