Enemy.cs 35 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. using UnityEditor.SceneManagement;
  8. public enum TargetType
  9. {
  10. None = 0,
  11. Demonic = 1,
  12. Tower = 2,
  13. Player = 3,
  14. Enemy = 4,
  15. EnemyTower = 5,
  16. Boss = 6,
  17. Portal = 7,
  18. }
  19. public enum SearchState
  20. {
  21. NoTarget = 0, //搜索范围内没有目标
  22. InSearchScope = 1, //在搜索范围内发现目标,但不在攻击范围内
  23. InAttackScope = 2, //目标在攻击范围内
  24. }
  25. public class Enemy : MoveCharacter
  26. {
  27. [Header("敌方单位属性")]
  28. public int id;
  29. public int sortingOrder = 0;
  30. public bool canFly = false;
  31. public bool isBack = false; //往反方向走
  32. public float flyHeight;
  33. public float flyUpSpeed = 10;
  34. public float jumpSpeed = 10;
  35. public float maxMoveSpeed, minMoveSpeed;
  36. public float runSpeed;
  37. [Header("敌方英灵")]
  38. public Spirits.SpiritType type;
  39. [Header("敌方单位组件")]
  40. public SearchState searchState;
  41. [Header("攻击")]
  42. public float attackDistance;
  43. public float maxAttackDis, minAttackDis;
  44. public bool needToChange;
  45. public float attackRatio;
  46. [Header("掉落魂")]
  47. public int dropSoulMax = 3;
  48. public int dropSoulMin = 1;
  49. public float dropSoulAngle = 60f;
  50. [Header("冲刺攻击")]
  51. public GameObject aimEffect;
  52. public DashEffect dashEffect;
  53. [HideInInspector]
  54. public bool noOnSearchState;
  55. [HideInInspector]
  56. public bool isFindingPlayer;
  57. [HideInInspector]
  58. public bool isFindPlayer;
  59. public float hateDistance;
  60. [HideInInspector]
  61. public float distance;
  62. [HideInInspector]
  63. public Vector3 rushEndPos;
  64. public float aimDistance;
  65. public float rushTime;
  66. public float rushSpeed;
  67. [HideInInspector]
  68. public float time;
  69. public float readyCD;
  70. [HideInInspector]
  71. public Vector3 targetDir;
  72. public bool haveDownRush; //冲刺结束后是否可以接落地斩
  73. public bool rushHaveAttack; //冲刺是否带伤害
  74. public float downRushTime;
  75. public float finishRushTime;
  76. private void Awake()
  77. {
  78. aimDistance = rushTime * rushSpeed / 2;
  79. }
  80. private void Start()
  81. {
  82. if (needToChange)
  83. {
  84. attackDistance = Random.Range(minAttackDis, maxAttackDis);
  85. }
  86. }
  87. public void OnDisable()
  88. {
  89. EnemyCreater.instance.OnEnemyRecycle(this);
  90. }
  91. public override void Init()
  92. {
  93. base.Init();
  94. moveSpeed = Random.Range(minMoveSpeed, maxMoveSpeed);
  95. ChangeSearchState(SearchState.NoTarget);
  96. }
  97. public override void FixedUpdate()
  98. {
  99. if (!noOnSearchState)
  100. {
  101. OnSearchState();
  102. }
  103. OnState();
  104. }
  105. public override Vector3 GetMoveDir()
  106. {
  107. Vector3 moveDir = Vector3.zero;
  108. if (canMove)
  109. {
  110. switch (searchState)
  111. {
  112. case SearchState.NoTarget:
  113. if (TowerMap.myTowers.Count == 0)
  114. {
  115. moveDir = Vector3.right;
  116. break;
  117. }
  118. float minDistance = Mathf.Infinity;
  119. int id = -1;
  120. for (int i = 0; i < TowerMap.myTowers.Count; i++)
  121. {
  122. Tower myTower = TowerMap.myTowers[i].GetComponent<Tower>();
  123. if (transform.position.y >
  124. myTower.transform.position.y + myTower.height)
  125. {
  126. continue;
  127. }
  128. float distance = Vector3.Distance(transform.position,
  129. TowerMap.myTowers[i].transform.position);
  130. if (distance < minDistance)
  131. {
  132. minDistance = distance;
  133. id = i;
  134. }
  135. }
  136. if (id == -1)
  137. {
  138. moveDir = Vector3.right;
  139. break;
  140. }
  141. if (bodyTrans.position.x > TowerMap.myTowers[id].transform.position.x)
  142. {
  143. moveDir = Vector3.left;
  144. }
  145. else
  146. {
  147. moveDir = Vector3.right;
  148. }
  149. break;
  150. case SearchState.InSearchScope:
  151. if (targetCharacter)
  152. {
  153. if (targetCharacter.transform.position.x - transform.position.x < 0)
  154. {
  155. moveDir = Vector3.left;
  156. }
  157. else
  158. {
  159. moveDir = Vector3.right;
  160. }
  161. }
  162. else
  163. {
  164. moveDir = Vector3.zero;
  165. }
  166. break;
  167. case SearchState.InAttackScope:
  168. if (targetCharacter)
  169. {
  170. if (targetCharacter.transform.position.x - transform.position.x < 0)
  171. {
  172. moveDir = Vector3.left;
  173. }
  174. else
  175. {
  176. moveDir = Vector3.right;
  177. }
  178. }
  179. else
  180. {
  181. moveDir = Vector3.zero;
  182. }
  183. break;
  184. default:
  185. break;
  186. }
  187. }
  188. if (!isBack)
  189. {
  190. return moveDir;
  191. }
  192. return -moveDir;
  193. }
  194. public bool GetAttack()
  195. {
  196. if (searchState == SearchState.InAttackScope)
  197. {
  198. return true;
  199. }
  200. return false;
  201. }
  202. public bool GetJump()
  203. {
  204. return false;
  205. }
  206. public void AdjustHeight()
  207. {
  208. if (canFly)
  209. {
  210. if (transform.position.y - flyHeight > 0.1f)
  211. {
  212. Vector3 pos = transform.position;
  213. pos.y -= flyUpSpeed * Time.deltaTime;
  214. transform.position = pos;
  215. }
  216. else if (transform.position.y - flyHeight < -0.1f)
  217. {
  218. Vector3 pos = transform.position;
  219. pos.y += flyUpSpeed * Time.deltaTime;
  220. transform.position = pos;
  221. }
  222. }
  223. }
  224. public override void OnState()
  225. {
  226. base.OnState();
  227. //hurtKeepTime -= Time.deltaTime;
  228. attackTime -= Time.deltaTime;
  229. dieKeepTime -= Time.deltaTime;
  230. invincibleTime -= Time.deltaTime;
  231. weakTime -= Time.deltaTime;
  232. beRepelValue += Time.deltaTime;
  233. Vector3 leftDir = GetMoveDir();
  234. bool isAttack = GetAttack();
  235. switch (state)
  236. {
  237. case CharacterState.Idle:
  238. if (isAttack)
  239. {
  240. Attack2();
  241. break;
  242. }
  243. if (!foot.TrigGround && !canFly)
  244. {
  245. if (rb.velocity.y > 0)
  246. {
  247. ChangeState(CharacterState.Rise);
  248. break;
  249. }
  250. else
  251. {
  252. ChangeState(CharacterState.Fall);
  253. break;
  254. }
  255. }
  256. if (leftDir.x > 0.3f || leftDir.x < -0.3f)
  257. {
  258. ChangeState(CharacterState.Run);
  259. break;
  260. }
  261. //rb.velocity = Vector3.zero;
  262. AdjustHeight();
  263. break;
  264. case CharacterState.Run:
  265. if (isAttack)
  266. {
  267. Attack2();
  268. break;
  269. }
  270. if (!foot.TrigGround && !canFly)
  271. {
  272. if (rb.velocity.y > 0)
  273. {
  274. ChangeState(CharacterState.Rise);
  275. break;
  276. }
  277. else
  278. {
  279. ChangeState(CharacterState.Fall);
  280. break;
  281. }
  282. }
  283. if (leftDir.x < 0.3f && leftDir.x > -0.3f)
  284. {
  285. ChangeState(CharacterState.Idle);
  286. break;
  287. }
  288. if (leftDir.x > 0.3f)
  289. {
  290. rb.velocity = Vector3.right * moveSpeed;
  291. if (bodyTrans.localScale.x > 0)
  292. {
  293. Turn();
  294. }
  295. }
  296. else if (leftDir.x < -0.3f)
  297. {
  298. rb.velocity = Vector3.left * moveSpeed;
  299. if (bodyTrans.localScale.x < 0)
  300. {
  301. Turn();
  302. }
  303. }
  304. AdjustHeight();
  305. break;
  306. case CharacterState.Rush:
  307. if (isAttack)
  308. {
  309. Attack2();
  310. break;
  311. }
  312. if (!foot.TrigGround && !canFly)
  313. {
  314. if (rb.velocity.y > 0)
  315. {
  316. ChangeState(CharacterState.Rise);
  317. break;
  318. }
  319. else
  320. {
  321. ChangeState(CharacterState.Fall);
  322. break;
  323. }
  324. }
  325. if (leftDir.x < 0.3f && leftDir.x > -0.3f)
  326. {
  327. ChangeState(CharacterState.Idle);
  328. break;
  329. }
  330. if (leftDir.x > 0.3f)
  331. {
  332. //rb.velocity += Vector3.right * moveAcc * Time.deltaTime;
  333. rb.velocity = Vector3.right * runSpeed;
  334. //if (rb.velocity.x > maxMoveSpeed)
  335. //{
  336. // rb.velocity = new Vector3(maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  337. //}
  338. if (bodyTrans.localScale.x > 0)
  339. {
  340. Turn();
  341. }
  342. }
  343. else if (leftDir.x < -0.3f)
  344. {
  345. //rb.velocity -= Vector3.right * moveAcc * Time.deltaTime;
  346. rb.velocity = Vector3.left * runSpeed;
  347. //if (rb.velocity.x < -maxMoveSpeed)
  348. //{
  349. // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  350. //}
  351. if (bodyTrans.localScale.x < 0)
  352. {
  353. Turn();
  354. }
  355. }
  356. AdjustHeight();
  357. break;
  358. case CharacterState.Rise:
  359. if (rb.velocity.y <= 0)
  360. {
  361. ChangeState(CharacterState.Fall);
  362. break;
  363. }
  364. rb.velocity += Vector3.up * extraRiseGravity * Time.deltaTime;
  365. break;
  366. case CharacterState.Fall:
  367. if (foot.TrigGround || canFly)
  368. {
  369. if (isFindingPlayer)
  370. {
  371. ChangeState(CharacterState.FindPlayer);
  372. }
  373. else
  374. {
  375. ChangeState(CharacterState.Idle);
  376. }
  377. break;
  378. }
  379. Vector3 velocity = rb.velocity;
  380. velocity.y += extraFallGravity * Time.deltaTime;
  381. if (leftDir.x > 0.3f)
  382. {
  383. velocity.x = moveSpeed;
  384. if (bodyTrans.localScale.x > 0)
  385. {
  386. Turn();
  387. }
  388. }
  389. else if (leftDir.x < -0.3f)
  390. {
  391. velocity.x = - moveSpeed;
  392. if (bodyTrans.localScale.x < 0)
  393. {
  394. Turn();
  395. }
  396. }
  397. rb.velocity = velocity;
  398. break;
  399. case CharacterState.Attack:
  400. if (attackTime <= 0)
  401. {
  402. ChangeState(CharacterState.Idle);
  403. break;
  404. }
  405. break;
  406. case CharacterState.Die:
  407. if (dieKeepTime <= 0)
  408. {
  409. gameObject.SetActive(false);
  410. break;
  411. }
  412. break;
  413. case CharacterState.Weak:
  414. if(rb.velocity.magnitude > 1)
  415. {
  416. if(ani.GetCurrentAnimatorClipInfo(0)[0].clip.name != "hitted")
  417. {
  418. ani.Play("hitted",0,0);
  419. aniCollider.Play("Hurt",0,0);
  420. }
  421. Vector3 vel = rb.velocity;
  422. if (!canFly)
  423. {
  424. if (foot.TrigGround && vel.y < 0)
  425. {
  426. vel.y = 0;
  427. }
  428. else
  429. {
  430. vel += Vector3.up * extraFallGravity * Time.deltaTime;
  431. }
  432. }
  433. vel.y = vel.y * (1 - decelerationRatio * Time.deltaTime);
  434. vel.x = vel.x * (1 - decelerationRatio * Time.deltaTime);
  435. rb.velocity = vel;
  436. }
  437. else
  438. {
  439. if (ani.GetCurrentAnimatorClipInfo(0)[0].clip.name != "weak")
  440. {
  441. ani.Play("weak",0,0);
  442. aniCollider.Play("Weak",0,0);
  443. rb.velocity = Vector3.zero;
  444. }
  445. }
  446. if (weakTime <= 0)
  447. {
  448. ChangeState(CharacterState.Idle);
  449. break;
  450. }
  451. break;
  452. case CharacterState.Coma:
  453. pastComaTime += Time.deltaTime;
  454. if (pastComaTime >= comaTime)
  455. {
  456. ChangeState(CharacterState.Idle);
  457. }
  458. break;
  459. case CharacterState.FindPlayer:
  460. if (!isFindPlayer)
  461. {
  462. if (!foot.TrigGround && !canFly)
  463. {
  464. if (rb.velocity.y > 0)
  465. {
  466. ChangeState(CharacterState.Rise);
  467. break;
  468. }
  469. else
  470. {
  471. ChangeState(CharacterState.Fall);
  472. break;
  473. }
  474. }
  475. if(targetCharacter == null)
  476. {
  477. ChosePlayer();
  478. if(targetCharacter == null)
  479. {
  480. ChangeState(CharacterState.FinishRush);
  481. time = finishRushTime;
  482. break;
  483. }
  484. }
  485. else
  486. {
  487. if (targetCharacter.isRevive ||
  488. targetCharacter.GetComponent<PlayerController>().isBaseBtnOut)
  489. {
  490. targetCharacter = null;
  491. break;
  492. }
  493. }
  494. if (Mathf.Abs(transform.position.x-targetCharacter.transform.position.x)
  495. < hateDistance)
  496. {
  497. rushEndPos = targetCharacter.transform.position;
  498. isFindPlayer = true;
  499. break;
  500. }
  501. if (targetCharacter.transform.position.x > transform.position.x)
  502. {
  503. rb.velocity = Vector3.right * moveSpeed;
  504. if (bodyTrans.localScale.x > 0)
  505. {
  506. Turn();
  507. }
  508. }
  509. if (targetCharacter.transform.position.x < transform.position.x)
  510. {
  511. rb.velocity = Vector3.left * moveSpeed;
  512. if (bodyTrans.localScale.x < 0)
  513. {
  514. Turn();
  515. }
  516. }
  517. }
  518. break;
  519. case CharacterState.ReadyToRush:
  520. time += Time.deltaTime;
  521. if (time >= readyCD)
  522. {
  523. time = 0;
  524. if (rushHaveAttack)
  525. {
  526. ChangeState(CharacterState.RushAttack);
  527. }
  528. else
  529. {
  530. ChangeState(CharacterState.Rush);
  531. }
  532. }
  533. break;
  534. case CharacterState.RushAttack:
  535. time += Time.deltaTime;
  536. dashEffect.canHit = true;
  537. Rush();
  538. if (time >= rushTime)
  539. {
  540. time = 0;
  541. if (haveDownRush)
  542. {
  543. if (foot.TrigGround)
  544. {
  545. ChangeState(CharacterState.FinishRush);
  546. }
  547. else
  548. {
  549. ChangeState(CharacterState.ReadyToDownRush);
  550. }
  551. }
  552. else
  553. {
  554. ChangeState(CharacterState.FinishRush);
  555. }
  556. }
  557. break;
  558. case CharacterState.ReadyToDownRush:
  559. time += Time.deltaTime;
  560. if (time >= downRushTime)
  561. {
  562. time = 0;
  563. ChangeState(CharacterState.DownRush);
  564. }
  565. break;
  566. case CharacterState.DownRush:
  567. if (transform.position.y > 0)
  568. {
  569. dashEffect.canHit = true;
  570. Rush();
  571. }
  572. if (foot.TrigGround || transform.position.y <= -1)
  573. {
  574. ChangeState(CharacterState.FinishRush);
  575. }
  576. break;
  577. case CharacterState.FinishRush:
  578. time += Time.deltaTime;
  579. if (time > finishRushTime)
  580. {
  581. time = 0;
  582. ChangeState(CharacterState.Idle);
  583. }
  584. break;
  585. default:
  586. break;
  587. }
  588. }
  589. public override void ChangeState(CharacterState newState)
  590. {
  591. if (state == newState)
  592. {
  593. return;
  594. }
  595. switch (state)
  596. {
  597. case CharacterState.Idle:
  598. break;
  599. case CharacterState.Run:
  600. rb.velocity = Vector3.zero;
  601. break;
  602. case CharacterState.Rush:
  603. rb.velocity = Vector3.zero;
  604. break;
  605. case CharacterState.Rise:
  606. if (!canFly)
  607. {
  608. bodyCollider.SetActive(true);
  609. }
  610. break;
  611. case CharacterState.Fall:
  612. rb.velocity = Vector3.zero;
  613. break;
  614. //case CharacterState.Hurt:
  615. // break;
  616. case CharacterState.Attack:
  617. aniCollider.Play("NotAttack", 1, 0);
  618. break;
  619. case CharacterState.Die:
  620. isDie = false;
  621. break;
  622. case CharacterState.Weak:
  623. beRepelValue = totalBeRepelValue;
  624. break;
  625. case CharacterState.Float:
  626. canMove = true;
  627. break;
  628. case CharacterState.Coma:
  629. canMove = true;
  630. break;
  631. case CharacterState.FindPlayer:
  632. noOnSearchState = false;
  633. rb.velocity = Vector3.zero;
  634. isFindPlayer = false;
  635. break;
  636. case CharacterState.ReadyToRush:
  637. time = 0;
  638. aimEffect.SetActive(false);
  639. aimEffect.transform.localScale = Vector3.zero;
  640. rb.constraints =
  641. RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotation;
  642. break;
  643. case CharacterState.RushAttack:
  644. time = 0;
  645. dashEffect.canHit = false;
  646. rb.velocity = Vector3.zero;
  647. bodyTrans.rotation = Quaternion.Euler(Vector3.zero);
  648. break;
  649. case CharacterState.ReadyToDownRush:
  650. time = 0;
  651. rb.constraints =
  652. RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotation;
  653. break;
  654. case CharacterState.DownRush:
  655. dashEffect.canHit = false;
  656. rb.velocity = Vector3.zero;
  657. bodyTrans.rotation = Quaternion.Euler(Vector3.zero);
  658. if (foot.trigGroundList.Count == 0)
  659. {
  660. transform.position = new Vector3(transform.position.x, -1, 0);
  661. }
  662. else
  663. {
  664. transform.position = new Vector3(transform.position.x,
  665. foot.trigGroundList[0].transform.position.y, 0);
  666. }
  667. break;
  668. case CharacterState.FinishRush:
  669. time = 0;
  670. searchState = SearchState.NoTarget;
  671. noOnSearchState = false;
  672. ani.Play("idle", 0, 0);
  673. aniCollider.Play("Idle", 0, 0);
  674. break;
  675. default:
  676. break;
  677. }
  678. CharacterState oldState = state;
  679. state = newState;
  680. switch (newState)
  681. {
  682. case CharacterState.Idle:
  683. ani.Play("idle", 0, 0);
  684. aniCollider.Play("Idle", 0, 0);
  685. rb.velocity = Vector3.zero;
  686. //animalAni.SetInteger("state", (int)PlayerState.Idle);
  687. break;
  688. case CharacterState.Run:
  689. ani.Play("walk", 0, 0);
  690. aniCollider.Play("Walk", 0, 0);
  691. //animalAni.SetInteger("state", (int)PlayerState.Walk);
  692. break;
  693. case CharacterState.Rush:
  694. ani.Play("rush", 0, 0);
  695. aniCollider.Play("Rush", 0, 0);
  696. break;
  697. case CharacterState.Rise:
  698. aniCollider.Play("Rise", 0, 0);
  699. break;
  700. case CharacterState.Fall:
  701. aniCollider.Play("Fall", 0, 0);
  702. break;
  703. case CharacterState.Float:
  704. canMove = false;
  705. break;
  706. case CharacterState.Coma:
  707. //ani.Play("Coma", 0, 0);
  708. ani.Play("idle", 0, 0);
  709. aniCollider.Play("Idle", 0, 0);
  710. rb.velocity = Vector3.zero;
  711. pastComaTime = 0;
  712. break;
  713. case CharacterState.Attack:
  714. break;
  715. case CharacterState.Die:
  716. ani.Play("die", 0, 0);
  717. aniCollider.Play("Die", 0, 0);
  718. isDie = true;
  719. dieKeepTime = totalDieKeepTime;
  720. DropSouls();
  721. if (linked)
  722. {
  723. PlayersInput.instance[0].sprintLinkTrigger.linkedEnemy.Remove(this);
  724. PlayersInput.instance[0].playerRope.gameObject.SetActive(false);
  725. }
  726. break;
  727. case CharacterState.Weak:
  728. switch (oldState)
  729. {
  730. case CharacterState.ReadyToRush:
  731. case CharacterState.RushAttack:
  732. case CharacterState.ReadyToDownRush:
  733. case CharacterState.DownRush:
  734. case CharacterState.Rush:
  735. state = oldState;
  736. beRepelValue = totalBeRepelValue;
  737. break;
  738. default:
  739. weakTime = totalWeakTime;
  740. //hurtKeepTime = minHurtKeepTime;
  741. break;
  742. }
  743. break;
  744. case CharacterState.FindPlayer:
  745. isFindPlayer = false;
  746. isFindingPlayer = true;
  747. noOnSearchState = true;
  748. ChosePlayer();
  749. ani.Play("walk", 0, 0);
  750. aniCollider.Play("Walk", 0, 0);
  751. break;
  752. case CharacterState.ReadyToRush:
  753. time = 0;
  754. canNotChangeHurt = true;
  755. ani.Play("charge", 0, 0);
  756. aimEffect.SetActive(true);
  757. rb.constraints = RigidbodyConstraints.FreezeAll;
  758. ReadyToDash(rushEndPos + Vector3.up, transform.position + Vector3.up);
  759. break;
  760. case CharacterState.RushAttack:
  761. targetDir =
  762. (rushEndPos - transform.position).normalized;
  763. ani.Play("rush_attack", 0, 0);
  764. break;
  765. case CharacterState.ReadyToDownRush:
  766. time = 0;
  767. rb.constraints = RigidbodyConstraints.FreezeAll;
  768. ani.Play("charge", 0, 0);
  769. break;
  770. case CharacterState.DownRush:
  771. time = 0;
  772. targetDir = Vector3.down;
  773. ani.Play("rush_attack", 0, 0);
  774. break;
  775. case CharacterState.FinishRush:
  776. time = 0;
  777. if (oldState == CharacterState.DownRush)
  778. {
  779. ani.Play("fall_end", 0, 0);
  780. }
  781. else
  782. {
  783. ani.Play("idle", 0, 0);
  784. aniCollider.Play("Idle", 0, 0);
  785. }
  786. canNotChangeHurt = false;
  787. break;
  788. default:
  789. break;
  790. }
  791. }
  792. public void DropSouls()
  793. {
  794. int dropSoulNum = Random.Range(dropSoulMin, dropSoulMax+1);
  795. if (dropSoulNum > 1)
  796. {
  797. for (int i = 0; i < dropSoulNum; i++)
  798. {
  799. float angleInterval = dropSoulAngle / (float)(dropSoulNum - 1);
  800. float angle = 90 + ((float)i - (float)(dropSoulNum - 1) / 2) * angleInterval;
  801. angle = angle / 180 * Mathf.PI;
  802. GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
  803. Vector3 dir = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0);
  804. Soul soul = soulObj.GetComponent<Soul>();
  805. soul.Burst(dir * soulStartSpeed);
  806. soul.type = (int)type;
  807. }
  808. }
  809. else
  810. {
  811. GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
  812. Vector3 dir = Vector3.up;
  813. Soul soul = soulObj.GetComponent<Soul>();
  814. soul.Burst(dir * soulStartSpeed);
  815. soul.type = (int)type;
  816. }
  817. }
  818. public void Jump()
  819. {
  820. SetUpSpeed(jumpSpeed);
  821. ani.Play("jump", 0, 0);
  822. }
  823. public void SetUpSpeed(float speed)
  824. {
  825. ChangeState(CharacterState.Rise);
  826. Vector3 velocity = rb.velocity;
  827. Vector3 leftDir = GetMoveDir();
  828. if (leftDir.x > 0.3f)
  829. {
  830. if (bodyTrans.localScale.x > 0)
  831. {
  832. Turn();
  833. }
  834. }
  835. else if (leftDir.x < -0.3f)
  836. {
  837. if (bodyTrans.localScale.x < 0)
  838. {
  839. Turn();
  840. }
  841. }
  842. velocity.y = speed;
  843. rb.velocity = velocity;
  844. //animalAni.SetInteger("state", (int)PlayerState.Rise);
  845. }
  846. public void ChangeSearchState(SearchState newState)
  847. {
  848. switch (searchState)
  849. {
  850. case SearchState.NoTarget:
  851. break;
  852. case SearchState.InSearchScope:
  853. break;
  854. case SearchState.InAttackScope:
  855. break;
  856. default:
  857. break;
  858. }
  859. searchState = newState;
  860. switch (searchState)
  861. {
  862. case SearchState.NoTarget:
  863. Character character0 = PlayersInput.instance[0];
  864. Character character1 = PlayersInput.instance[1];
  865. if (character0.beTargetCharacter.Exists(t => t == this))
  866. {
  867. character0.beTargetCharacter.Remove(this);
  868. }
  869. if (character1.beTargetCharacter.Exists(t => t == this))
  870. {
  871. character1.beTargetCharacter.Remove(this);
  872. }
  873. targetCharacter = null;
  874. break;
  875. case SearchState.InSearchScope:
  876. break;
  877. case SearchState.InAttackScope:
  878. break;
  879. default:
  880. break;
  881. }
  882. }
  883. public bool SearchTarget()
  884. {
  885. targetCharacter = searchTrigger.GetMinDisTarget(targetTypes, canHitFly);
  886. if (targetCharacter != null)
  887. {
  888. Character character0 = PlayersInput.instance[0];
  889. Character character1 = PlayersInput.instance[1];
  890. if (targetCharacter == character0
  891. && !character0.beTargetCharacter.Exists(t => t == this))
  892. {
  893. character0.beTargetCharacter.Add(this);
  894. }
  895. if (targetCharacter == character1
  896. && !character1.beTargetCharacter.Exists(t => t == this))
  897. {
  898. character1.beTargetCharacter.Add(this);
  899. }
  900. return true;
  901. }
  902. else
  903. {
  904. return false;
  905. }
  906. }
  907. public void OnSearchState()
  908. {
  909. switch (searchState)
  910. {
  911. case SearchState.NoTarget:
  912. if (SearchTarget())
  913. {
  914. ChangeSearchState(SearchState.InSearchScope);
  915. break;
  916. }
  917. //向玩家基地移动
  918. break;
  919. case SearchState.InSearchScope:
  920. if (!SearchTarget())
  921. {
  922. targetCharacter = null;
  923. ChangeSearchState(SearchState.NoTarget);
  924. break;
  925. }
  926. if (targetCharacter != null && Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) <= attackDistance)
  927. {
  928. ChangeSearchState(SearchState.InAttackScope);
  929. break;
  930. }
  931. break;
  932. case SearchState.InAttackScope:
  933. if (targetCharacter != null && !searchTrigger.IsCharacterLeave(targetCharacter, targetTypes, canHitFly))
  934. {
  935. if (!targetCharacter.gameObject.activeInHierarchy || targetCharacter.isDie
  936. || Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) > attackDistance)
  937. {
  938. ChangeSearchState(SearchState.NoTarget);
  939. }
  940. }
  941. else
  942. {
  943. ChangeSearchState(SearchState.NoTarget);
  944. }
  945. break;
  946. default:
  947. break;
  948. }
  949. }
  950. public override void Attack1()
  951. {
  952. base.Attack1();
  953. attackTarget = targetCharacter;
  954. }
  955. public override void Attack2()
  956. {
  957. base.Attack2();
  958. attackTarget = targetCharacter;
  959. }
  960. public void ChosePlayer()
  961. {
  962. float distance0 = Mathf.Infinity;
  963. float distance1 = Mathf.Infinity;
  964. PlayerController player0 = PlayersInput.instance[0];
  965. PlayerController player1 = PlayersInput.instance[1];
  966. if (player0!=null && !player0.isRevive && !player0.isBaseBtnOut)
  967. {
  968. distance0 = Mathf.Abs(player0.transform.position.x
  969. - transform.position.x);
  970. }
  971. if (player1!=null && !player1.isRevive && !player1.isBaseBtnOut)
  972. {
  973. distance1 = Mathf.Abs(player1.transform.position.x
  974. - transform.position.x);
  975. }
  976. if(distance0 == Mathf.Infinity && distance1 == Mathf.Infinity)
  977. {
  978. targetCharacter = null;
  979. return;
  980. }
  981. if (distance0 <= distance1)
  982. {
  983. targetCharacter = player0;
  984. if (!player0.beTargetCharacter.Exists(t => t == this))
  985. {
  986. player0.beTargetCharacter.Add(this);
  987. }
  988. distance = distance0;
  989. }
  990. else
  991. {
  992. targetCharacter = player1;
  993. if (!player1.beTargetCharacter.Exists(t => t == this))
  994. {
  995. player1.beTargetCharacter.Add(this);
  996. }
  997. distance = distance1;
  998. }
  999. }
  1000. public void ReadyToDash(Vector3 pos0, Vector3 pos1)
  1001. {
  1002. Vector3 target = (pos0 - pos1).normalized;
  1003. float distance = aimDistance;
  1004. aimEffect.transform.localScale =
  1005. new Vector3(distance, 1, 1);
  1006. targetDir = pos0 - pos1;
  1007. float k = Mathf.Atan2(targetDir.y, targetDir.x) * Mathf.Rad2Deg;
  1008. if (targetDir.x < 0)
  1009. {
  1010. aimEffect.transform.rotation = Quaternion.Euler(new Vector3(0, 0, k));
  1011. if (bodyTrans.localScale.x < 0)
  1012. {
  1013. bodyTrans.localScale =
  1014. new Vector3(-bodyTrans.localScale.x, bodyTrans.localScale.y, bodyTrans.localScale.z);
  1015. }
  1016. }
  1017. else
  1018. {
  1019. aimEffect.transform.rotation = Quaternion.Euler(new Vector3(0, 0, k));
  1020. if (bodyTrans.localScale.x > 0)
  1021. {
  1022. bodyTrans.localScale =
  1023. new Vector3(-bodyTrans.localScale.x, bodyTrans.localScale.y, bodyTrans.localScale.z);
  1024. }
  1025. }
  1026. }
  1027. private void Rush()
  1028. {
  1029. float k = Mathf.Atan2(targetDir.y, targetDir.x) * Mathf.Rad2Deg;
  1030. if (targetDir.x < 0)
  1031. {
  1032. dashEffect.offset = 1;
  1033. if (bodyTrans.localScale.x < 0)
  1034. {
  1035. bodyTrans.localScale =
  1036. new Vector3(-bodyTrans.localScale.x, bodyTrans.localScale.y, bodyTrans.localScale.z);
  1037. }
  1038. bodyTrans.rotation = Quaternion.Euler(new Vector3(0, 0, k - 180));
  1039. }
  1040. else
  1041. {
  1042. if (bodyTrans.localScale.x > 0)
  1043. {
  1044. bodyTrans.localScale =
  1045. new Vector3(-bodyTrans.localScale.x, bodyTrans.localScale.y, bodyTrans.localScale.z);
  1046. }
  1047. dashEffect.offset = -1;
  1048. bodyTrans.rotation = Quaternion.Euler(new Vector3(0, 0, k));
  1049. }
  1050. rb.velocity = targetDir * rushSpeed;
  1051. }
  1052. }