Enemy.cs 15 KB

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  1. using Spine.Unity;
  2. using Spine;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. using Base.Common;
  7. public enum TargetType
  8. {
  9. None = 0,
  10. Demonic = 1,
  11. Tower = 2,
  12. Player = 3,
  13. Enemy = 4,
  14. EnemyTower = 5,
  15. }
  16. public enum SearchState
  17. {
  18. NoTarget = 0,//搜索范围内没有目标
  19. InSearchScope = 1,//在搜索范围内发现目标,但不在攻击范围内
  20. InAttackScope = 2,//目标在攻击范围内
  21. }
  22. public class Enemy : MoveCharacter
  23. {
  24. public int id;
  25. public float jumpSpeed = 10;
  26. public SearchState searchState;
  27. public float attackDistance;
  28. public bool canFly = false;
  29. public float attackRatio;
  30. public float maxMoveSpeed, minMoveSpeed;
  31. public int dropSoul = 1;
  32. public GameObject soulPrefab;
  33. public float soulStartSpeed = 5f;
  34. public float dropSoulAngle = 60f;
  35. private void Awake()
  36. {
  37. }
  38. public void OnDisable()
  39. {
  40. EnemyCreater.instance.OnEnemyRecycle(this);
  41. }
  42. public override void Init()
  43. {
  44. base.Init();
  45. moveSpeed = Random.Range(minMoveSpeed, maxMoveSpeed);
  46. ChangeSearchState(SearchState.NoTarget);
  47. }
  48. public override void FixedUpdate()
  49. {
  50. OnSearchState();
  51. OnState();
  52. }
  53. public override Vector3 GetMoveDir()
  54. {
  55. Vector3 moveDir = Vector3.zero;
  56. switch (searchState)
  57. {
  58. case SearchState.NoTarget:
  59. moveDir = Vector3.right;
  60. break;
  61. case SearchState.InSearchScope:
  62. if (targetCharacter)
  63. {
  64. if (targetCharacter.transform.position.x - transform.position.x < 0)
  65. {
  66. moveDir = Vector3.left;
  67. }
  68. else
  69. {
  70. moveDir = Vector3.right;
  71. }
  72. }
  73. else
  74. {
  75. moveDir = Vector3.zero;
  76. }
  77. break;
  78. case SearchState.InAttackScope:
  79. if (targetCharacter)
  80. {
  81. if (targetCharacter.transform.position.x - transform.position.x < 0)
  82. {
  83. moveDir = Vector3.left;
  84. }
  85. else
  86. {
  87. moveDir = Vector3.right;
  88. }
  89. }
  90. else
  91. {
  92. moveDir = Vector3.zero;
  93. }
  94. break;
  95. default:
  96. break;
  97. }
  98. return moveDir;
  99. }
  100. public bool GetAttack()
  101. {
  102. if (searchState == SearchState.InAttackScope)
  103. {
  104. return true;
  105. }
  106. return false;
  107. }
  108. public bool GetJump()
  109. {
  110. return false;
  111. }
  112. public override void OnState()
  113. {
  114. base.OnState();
  115. hurtKeepTime -= Time.deltaTime;
  116. attackTime -= Time.deltaTime;
  117. dieKeepTime -= Time.deltaTime;
  118. invincibleTime -= Time.deltaTime;
  119. weakTime -= Time.deltaTime;
  120. Vector3 leftDir = GetMoveDir();
  121. bool isAttack = GetAttack();
  122. switch (state)
  123. {
  124. case CharacterState.Idle:
  125. if (isAttack)
  126. {
  127. Attack2();
  128. break;
  129. }
  130. if (!foot.TrigGround && !canFly)
  131. {
  132. if (rb.velocity.y > 0)
  133. {
  134. ChangeState(CharacterState.Rise);
  135. break;
  136. }
  137. else
  138. {
  139. ChangeState(CharacterState.Fall);
  140. break;
  141. }
  142. }
  143. if (leftDir.x > 0.3f || leftDir.x < -0.3f)
  144. {
  145. ChangeState(CharacterState.Run);
  146. break;
  147. }
  148. //rb.velocity = Vector3.zero;
  149. break;
  150. case CharacterState.Run:
  151. if (isAttack)
  152. {
  153. Attack2();
  154. break;
  155. }
  156. if (!foot.TrigGround && !canFly)
  157. {
  158. if (rb.velocity.y > 0)
  159. {
  160. ChangeState(CharacterState.Rise);
  161. break;
  162. }
  163. else
  164. {
  165. ChangeState(CharacterState.Fall);
  166. break;
  167. }
  168. }
  169. if (leftDir.x < 0.3f && leftDir.x > -0.3f)
  170. {
  171. ChangeState(CharacterState.Idle);
  172. break;
  173. }
  174. if (leftDir.x > 0.3f)
  175. {
  176. //rb.velocity += Vector3.right * moveAcc * Time.deltaTime;
  177. rb.velocity = Vector3.right * moveSpeed;
  178. //if (rb.velocity.x > maxMoveSpeed)
  179. //{
  180. // rb.velocity = new Vector3(maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  181. //}
  182. if (bodyTrans.localScale.x > 0)
  183. {
  184. Turn();
  185. }
  186. }
  187. else if (leftDir.x < -0.3f)
  188. {
  189. //rb.velocity -= Vector3.right * moveAcc * Time.deltaTime;
  190. rb.velocity = Vector3.left * moveSpeed;
  191. //if (rb.velocity.x < -maxMoveSpeed)
  192. //{
  193. // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  194. //}
  195. if (bodyTrans.localScale.x < 0)
  196. {
  197. Turn();
  198. }
  199. }
  200. break;
  201. case CharacterState.Rise:
  202. if (rb.velocity.y <= 0)
  203. {
  204. ChangeState(CharacterState.Fall);
  205. break;
  206. }
  207. //if (btnJumpPress || cacheJumpTime > 0)
  208. //{
  209. // if (!airJumped && rb.velocity.y < airJumpSpeed)
  210. // {
  211. // airJumped = true;
  212. // AirJump();
  213. // break;
  214. // }
  215. //}
  216. rb.velocity += Vector3.up * extraRiseGravity * Time.deltaTime;
  217. break;
  218. case CharacterState.Fall:
  219. if (foot.TrigGround || canFly)
  220. {
  221. ChangeState(CharacterState.Idle);
  222. break;
  223. }
  224. //if (foot.canStepPlayers.Count > 0)
  225. //{
  226. // Jump(jumpSpeed / 2);
  227. // StepOther();
  228. // break;
  229. //}
  230. //if (foot.canStepEnemyList.Count > 0)
  231. //{
  232. // Jump(jumpSpeed / 2);
  233. // StepEnemy();
  234. // break;
  235. //}
  236. //if (btnJumpPress || cacheJumpTime > 0)
  237. //{
  238. // if (!airJumped)
  239. // {
  240. // airJumped = true;
  241. // AirJump();
  242. // break;
  243. // }
  244. // else if (canJumpTick >= runner.Tick)
  245. // {
  246. // Jump();
  247. // break;
  248. // }
  249. //}
  250. rb.velocity += Vector3.up * extraFallGravity * Time.deltaTime;
  251. break;
  252. case CharacterState.Hurt:
  253. if (hurtKeepTime <= 0)
  254. {
  255. ChangeState(CharacterState.Idle);
  256. break;
  257. }
  258. if (!foot.TrigGround && !canFly)
  259. {
  260. rb.velocity += Vector3.up * extraFallGravity * Time.deltaTime;
  261. }
  262. Vector3 vel = rb.velocity;
  263. vel.x = vel.x * (1 - decelerationRatio * Time.deltaTime);
  264. rb.velocity = vel;
  265. break;
  266. case CharacterState.Attack:
  267. if (attackTime <= 0)
  268. {
  269. ChangeState(CharacterState.Idle);
  270. break;
  271. }
  272. break;
  273. case CharacterState.Die:
  274. if (dieKeepTime <= 0)
  275. {
  276. gameObject.SetActive(false);
  277. break;
  278. }
  279. break;
  280. case CharacterState.Weak:
  281. if (weakTime <= 0)
  282. {
  283. ChangeState(CharacterState.Idle);
  284. break;
  285. }
  286. break;
  287. default:
  288. break;
  289. }
  290. }
  291. public override void ChangeState(CharacterState newState)
  292. {
  293. switch (state)
  294. {
  295. case CharacterState.Idle:
  296. break;
  297. case CharacterState.Run:
  298. rb.velocity = Vector3.zero;
  299. break;
  300. case CharacterState.Rise:
  301. break;
  302. case CharacterState.Fall:
  303. rb.velocity = Vector3.zero;
  304. break;
  305. case CharacterState.Hurt:
  306. break;
  307. case CharacterState.Attack:
  308. aniCollider.Play("NotAttack", 1, 0);
  309. break;
  310. case CharacterState.Die:
  311. isDie = false;
  312. break;
  313. case CharacterState.Weak:
  314. break;
  315. default:
  316. break;
  317. }
  318. CharacterState oldState = state;
  319. state = newState;
  320. switch (newState)
  321. {
  322. case CharacterState.Idle:
  323. ani.Play("idle", 0, 0);
  324. aniCollider.Play("Idle", 0, 0);
  325. rb.velocity = Vector3.zero;
  326. //animalAni.SetInteger("state", (int)PlayerState.Idle);
  327. break;
  328. case CharacterState.Run:
  329. ani.Play("walk", 0, 0);
  330. aniCollider.Play("Walk", 0, 0);
  331. //animalAni.SetInteger("state", (int)PlayerState.Walk);
  332. break;
  333. case CharacterState.Rise:
  334. aniCollider.Play("Rise", 0, 0);
  335. break;
  336. case CharacterState.Fall:
  337. aniCollider.Play("Fall", 0, 0);
  338. //animalAni.SetInteger("state", (int)PlayerState.Fall);
  339. break;
  340. case CharacterState.Hurt:
  341. ani.Play("hitted", 0, 0);
  342. aniCollider.Play("Hurt", 0, 0);
  343. invincibleTime = totalInvincibleTime;
  344. //ani.Play("Invincible", 2, 0);
  345. break;
  346. case CharacterState.Attack:
  347. break;
  348. case CharacterState.Die:
  349. ani.Play("die", 0, 0);
  350. aniCollider.Play("Die", 0, 0);
  351. isDie = true;
  352. dieKeepTime = totalDieKeepTime;
  353. DropSouls();
  354. break;
  355. case CharacterState.Weak:
  356. aniCollider.Play("Weak", 0, 0);
  357. ani.Play("weak", 0, 0);
  358. Vector3 velocity = rb.velocity;
  359. velocity.y = weakUpSpeed;
  360. rb.velocity = velocity;
  361. weakTime = totalWeakTime;
  362. break;
  363. default:
  364. break;
  365. }
  366. }
  367. public void DropSouls()
  368. {
  369. for (int i = 0; i < dropSoul; i++)
  370. {
  371. float angleInterval = dropSoulAngle / (float)(dropSoul - 1);
  372. float angle = 90 + ((float)i - (float)(dropSoul - 1) / 2) * angleInterval;
  373. angle = angle / 180 * Mathf.PI;
  374. GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
  375. Vector3 dir = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0);
  376. soulObj.GetComponent<Soul>().Burst(dir * soulStartSpeed);
  377. }
  378. }
  379. public void Jump()
  380. {
  381. SetUpSpeed(jumpSpeed);
  382. ani.Play("jump", 0, 0);
  383. }
  384. public void SetUpSpeed(float speed)
  385. {
  386. ChangeState(CharacterState.Rise);
  387. Vector3 velocity = rb.velocity;
  388. Vector3 leftDir = GetMoveDir();
  389. if (leftDir.x > 0.3f)
  390. {
  391. if (bodyTrans.localScale.x > 0)
  392. {
  393. Turn();
  394. }
  395. }
  396. else if (leftDir.x < -0.3f)
  397. {
  398. if (bodyTrans.localScale.x < 0)
  399. {
  400. Turn();
  401. }
  402. }
  403. velocity.y = speed;
  404. rb.velocity = velocity;
  405. //animalAni.SetInteger("state", (int)PlayerState.Rise);
  406. }
  407. public void ChangeSearchState(SearchState newState)
  408. {
  409. switch (searchState)
  410. {
  411. case SearchState.NoTarget:
  412. break;
  413. case SearchState.InSearchScope:
  414. break;
  415. case SearchState.InAttackScope:
  416. break;
  417. default:
  418. break;
  419. }
  420. searchState = newState;
  421. switch (searchState)
  422. {
  423. case SearchState.NoTarget:
  424. targetCharacter = null;
  425. break;
  426. case SearchState.InSearchScope:
  427. break;
  428. case SearchState.InAttackScope:
  429. break;
  430. default:
  431. break;
  432. }
  433. }
  434. public bool SearchTarget()
  435. {
  436. targetCharacter = searchTrigger.GetMinDisTarget(targetTypes, canHitFly);
  437. if (targetCharacter != null)
  438. {
  439. return true;
  440. }
  441. else
  442. {
  443. return false;
  444. }
  445. }
  446. public void OnSearchState()
  447. {
  448. switch (searchState)
  449. {
  450. case SearchState.NoTarget:
  451. if (SearchTarget())
  452. {
  453. ChangeSearchState(SearchState.InSearchScope);
  454. break;
  455. }
  456. //向玩家基地移动
  457. break;
  458. case SearchState.InSearchScope:
  459. if (!SearchTarget())
  460. {
  461. targetCharacter = null;
  462. ChangeSearchState(SearchState.NoTarget);
  463. break;
  464. }
  465. if (targetCharacter != null && Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) <= attackDistance)
  466. {
  467. ChangeSearchState(SearchState.InAttackScope);
  468. break;
  469. }
  470. break;
  471. case SearchState.InAttackScope:
  472. if (targetCharacter != null)
  473. {
  474. if (!targetCharacter.gameObject.activeInHierarchy || targetCharacter.isDie
  475. || Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) > attackDistance)
  476. {
  477. ChangeSearchState(SearchState.NoTarget);
  478. }
  479. }
  480. else
  481. {
  482. ChangeSearchState(SearchState.NoTarget);
  483. }
  484. break;
  485. default:
  486. break;
  487. }
  488. }
  489. public override void Attack1()
  490. {
  491. base.Attack1();
  492. attackTarget = targetCharacter;
  493. }
  494. public override void Attack2()
  495. {
  496. base.Attack2();
  497. attackTarget = targetCharacter;
  498. }
  499. }