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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class WavePowerSkill : MonoBehaviour
- {
- public enum mode
- {
- knockUp, //击飞
- single, //单体
- all, //群体
- }
- public int cacheID;
- public PlayerController pc;
- private float curX;
- [Header("当前模式")]
- public mode curMode;
- [Header("推出去的过程")]
- public float maxLength;
- private float curLength;
- public float longSpeed;
- public int longFX;
- [Header("推力、伤害")]
- public float maxForceX;
- public float minForceX;
- public float maxForceY;
- public float minForceY;
- private int fx = 1;
- private Vector3 curForce;
- public int damage;
- [Header("时间")]
- public float singleTime;
- public float continueTime;
- public float hitIntervalTime;
- private float curHitTime;
- public float moreComaTime;
- [Header("受控目标")]
- public List<Enemy> targetEnes = new List<Enemy>();
- public Enemy singleTarget;
- public float curMinDis;
- private void Start()
- {
- curX = transform.localScale.x;
- }
- private void Update()
- {
- if (pc.isDie)
- {
- ActiveFalse();
- }
- if (curLength < maxLength)
- {
- curLength += longSpeed * Time.deltaTime;
- transform.localScale = new Vector3(curX, curLength * longFX, 1);
- }
- else
- {
- continueTime -= Time.deltaTime;
- if (continueTime <= 0)
- {
- ActiveFalse();
- }
- }
- AttackMode();
- }
- public void ActiveFalse()
- {
- pc.conductCanRelease[cacheID] = true;
- pc.canMove = true;
- pc.rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ;
- pc.rb.useGravity = true;
- gameObject.SetActive(false);
- }
- private void AttackMode()
- {
- switch (curMode)
- {
- case mode.knockUp:
- break;
- case mode.single:
- List<Enemy> dieEne = new List<Enemy>();
- foreach(Enemy ene in targetEnes)
- {
- if (ene.isDie)
- {
- dieEne.Add(ene);
- if (ene == singleTarget)
- {
- singleTarget = null;
- }
- continue;
- }
- float dis = Mathf.Abs(ene.bodyTrans.position.x - transform.position.x);
- if (singleTarget == null)
- {
- curMinDis = dis;
- singleTarget = ene;
- }
- else if (dis < curMinDis)
- {
- //singleTarget.ChangeState(CharacterState.Idle);
- curMinDis = dis;
- transform.localScale = new Vector3(curX, curMinDis * longFX, 1);
- singleTarget = ene;
- }
- }
- foreach(Enemy ene in dieEne)
- {
- targetEnes.Remove(ene);
- }
- if (singleTarget)
- {
- if (singleTarget.isDie)
- {
- singleTarget = null;
- }
- else
- {
- singleTarget.comaTime = continueTime + moreComaTime;
- singleTarget.ChangeState(CharacterState.Coma);
- singleTarget.transform.position -= new Vector3(longFX * longSpeed * Time.deltaTime, 0, 0);
- curHitTime += Time.deltaTime;
- if (curHitTime >= hitIntervalTime)
- {
- curHitTime = 0;
- singleTarget.BeHit(damage, Vector3.zero, false, 0);
- }
- curMinDis += longSpeed * Time.deltaTime;
- }
- }
- break;
- case mode.all:
- foreach (Enemy ene in targetEnes)
- {
- if (!ene.isDie)
- {
- ene.comaTime = continueTime + moreComaTime;
- ene.ChangeState(CharacterState.Coma);
- ene.transform.position -= new Vector3(longSpeed * Time.deltaTime, 0, 0);
- curHitTime += Time.deltaTime;
- if (curHitTime >= hitIntervalTime)
- {
- curHitTime = 0;
- ene.BeHit(damage, Vector3.zero, false, 0);
- }
- }
- }
- break;
- default:
- break;
- }
- }
- private void OnTriggerEnter(Collider other)
- {
- BeHitTrigger beHitTrigger = other.GetComponent<BeHitTrigger>();
- if (beHitTrigger && beHitTrigger.owner.tag == "Enemy")
- {
- Enemy ene = other.GetComponentInParent<Enemy>();
- if (ene.isDie)
- {
- return;
- }
- switch (curMode)
- {
- case mode.knockUp:
- fx = (int)((Random.Range(0, 2) - 0.5f) * 2);
- curForce = new Vector3(Random.Range(minForceX, maxForceX), Random.Range(minForceY, maxForceY), 0);
- curForce.x *= fx;
- //ene.ChangeState(CharacterState.Weak);
- ene.wallDamage = damage;
- ene.rb.AddForce(curForce);
- break;
- case mode.single:
- targetEnes.Add(ene);
- break;
- case mode.all:
- targetEnes.Add(ene);
- break;
- default:
- break;
- }
- }
- }
- private void OnTriggerExit(Collider other)
- {
- BeHitTrigger beHitTrigger = other.GetComponent<BeHitTrigger>();
- if (beHitTrigger && beHitTrigger.owner.tag == "Enemy")
- {
- Enemy ene = other.GetComponentInParent<Enemy>();
- targetEnes.Remove(ene);
- //ene.ChangeState(CharacterState.Weak);
- ene.weakTime = moreComaTime;
- //ene.ChangeState(CharacterState.Idle);
- }
- }
- }
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