ESpirits_Pinja.cs 3.2 KB

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  1. using Sirenix.OdinInspector;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. public class ESpirits_Pinja : Enemy
  6. {
  7. [Space(30)]
  8. [Title("ESpirits_Pinja属性")]
  9. [LabelText("能否复活")] public bool canRevives;
  10. [ShowIf("canRevives")] [LabelText("复活次数")] public int totalRevivesNum;
  11. [ShowIf("canRevives")] public int revivesNum;
  12. [ShowIf("canRevives")] [LabelText("复活范围")] public Vector2 revivesPos;
  13. private PlayerController player;
  14. private BoomerangWeaponController boomerangWeaponController;
  15. public override void Init()
  16. {
  17. base.Init();
  18. if (canRevives)
  19. {
  20. if (revivesNum == 0)
  21. {
  22. revivesNum = totalRevivesNum;
  23. }
  24. mecanim.Skeleton.SetSkin((totalRevivesNum + 1 - revivesNum).ToString());
  25. mecanim.Skeleton.SetSlotsToSetupPose();
  26. }
  27. player = PlayersInput.instance[0];
  28. ChooseLockingTarget();
  29. boomerangWeaponController = attackController.attackMethod_march[0].skill as BoomerangWeaponController;
  30. }
  31. public override void OnState()
  32. {
  33. switch (state)
  34. {
  35. case CharacterState.Die:
  36. if (GameManager.instance.gameType == GameType.GameEnd)
  37. {
  38. revivesNum = totalRevivesNum;
  39. gameObject.SetActive(false);
  40. return;
  41. }
  42. revivesNum--;
  43. if (revivesNum < 0)
  44. {
  45. gameObject.SetActive(false);
  46. }
  47. else
  48. {
  49. Init();
  50. Vector3 revivesPos = transform.position;
  51. revivesPos.y = flyHeight;
  52. revivesPos += new Vector3(
  53. Random.Range(-revivesPos.x, revivesPos.x),
  54. Random.Range(-revivesPos.y, revivesPos.y),
  55. 0);
  56. if (revivesPos.y < 0) revivesPos.y = 0;
  57. transform.position = revivesPos;
  58. }
  59. return;
  60. case CharacterState.Attack:
  61. attackController.attackTime = 1;
  62. if (boomerangWeaponController.isReturning && boomerangWeaponController.isOut)
  63. {
  64. boomerangWeaponController.Init();
  65. if (GetAttack())
  66. {
  67. isConAttack = true;
  68. }
  69. ChangeState(CharacterState.Idle);
  70. return;
  71. }
  72. break;
  73. }
  74. base.OnState();
  75. }
  76. public override void ChangeState(CharacterState newState)
  77. {
  78. switch (state)
  79. {
  80. case CharacterState.Attack:
  81. ChooseLockingTarget();
  82. break;
  83. }
  84. switch (newState)
  85. {
  86. case CharacterState.Attack:
  87. ChooseLockingTarget();
  88. break;
  89. }
  90. base.ChangeState(newState);
  91. }
  92. public override bool SearchTarget()
  93. {
  94. targetCharacter = player;
  95. return true;
  96. }
  97. public void ChooseLockingTarget()
  98. {
  99. targetCharacter = player;
  100. }
  101. }