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- using Spine.Unity;
- using Spine;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class Demonic : MoveCharacter
- {
- public PlayerController player; //召唤师
- public int id;
- public float costMp = 10;
- public float totalSummonTime = 0.5f;
- public SearchState searchState;
- public float attackDistance;
- public float maxAttackDis, minAttackDis;
- public bool needToChange;
- public bool canFly = false;
- public float flyHeight;
- public float flyUpSpeed = 10;
- public int sortingOrder = 0;
- public int playerID;
- public bool hasEffect = false;
- public Collider soulCollector;
- public bool isBack = false; //往反方向走
- public float runSpeed;
- private void Awake()
- {
- }
- private void Start()
- {
- if (needToChange)
- {
- attackDistance = Random.Range(minAttackDis, maxAttackDis);
- }
- }
- private void OnDisable()
- {
- PlayersInput.instance[playerID].OnDemonicRecycle(this);
- }
- public override void FixedUpdate()
- {
- if (!isNonAttack)
- {
- 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;
- }
- //向玩家基地移动
- 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 && !searchTrigger.IsCharacterLeave(targetCharacter, targetTypes, canHitFly))
- {
- 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;
- if (canMove)
- {
- if (!isTran)
- {
- switch (searchState)
- {
- case SearchState.NoTarget:
- if(TowerMap.enemyTowers.Count == 0)
- {
- moveDir = Vector3.left;
- break;
- }
- float minDistance = Mathf.Infinity;
- int id = -1;
- for (int i = 0; i < TowerMap.enemyTowers.Count; i++)
- {
- EnemyTower enemyTower = TowerMap.enemyTowers[i].GetComponent<EnemyTower>();
- if(transform.position.y >
- enemyTower.transform.position.y + enemyTower.height)
- {
- continue;
- }
- float distance = Vector3.Distance(transform.position,
- TowerMap.enemyTowers[i].transform.position);
- if (distance < minDistance)
- {
- minDistance = distance;
- id = i;
- }
- }
- if(id == -1)
- {
- moveDir = Vector3.left;
- break;
- }
- if (bodyTrans.position.x > TowerMap.enemyTowers[id].transform.position.x)
- {
- moveDir = Vector3.left;
- }
- else
- {
- moveDir = Vector3.right;
- }
- 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;
- }
- }
- else
- {
- if (pc == null)
- {
- pc = GetComponentInParent<PlayerController>();
- }
- moveDir = pc.GetMoveDir();
- }
- }
- if (!isBack)
- {
- return moveDir;
- }
- return -moveDir;
- }
- public bool GetAttack()
- {
- if (searchState == SearchState.InAttackScope)
- {
- return true;
- }
- return false;
- }
- public void AdjustHeight()
- {
- if (canFly && !isBeDropped)
- {
- if (transform.position.y - flyHeight > 0.1f)
- {
- Vector3 pos = transform.position;
- pos.y -= flyUpSpeed * Time.deltaTime;
- transform.position = pos;
- }
- else if (transform.position.y - flyHeight < -0.1f)
- {
- Vector3 pos = transform.position;
- pos.y += flyUpSpeed * Time.deltaTime;
- transform.position = pos;
- }
- }
- }
- public override void OnState()
- {
- base.OnState();
- //hurtKeepTime -= Time.deltaTime;
- attackTime -= Time.deltaTime;
- dieKeepTime -= Time.deltaTime;
- invincibleTime -= Time.deltaTime;
- weakTime -= Time.deltaTime;
- beRepelValue += 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;
- }
- AdjustHeight();
- rb.velocity = Vector3.right * velocityAddition;
- 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 + velocityAddition);
- //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.right *( -moveSpeed + velocityAddition);
- //if (rb.velocity.x < -maxMoveSpeed)
- //{
- // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
- //}
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- AdjustHeight();
- break;
- case CharacterState.Rush:
- 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 * runSpeed;
- //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 * runSpeed;
- //if (rb.velocity.x < -maxMoveSpeed)
- //{
- // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
- //}
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- AdjustHeight();
- 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)
- {
- if (!isBeDropped)
- {
- 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 && rb.velocity.magnitude < hurtChangeVelocity)
- // {
- // 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.Coma:
- if (!isCaughtByCook)
- {
- pastComaTime += Time.deltaTime;
- if (pastComaTime >= comaTime)
- {
- ChangeState(CharacterState.Idle);
- }
- }
- break;
- case CharacterState.Attack:
- if (attackTime <= 0)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- rb.velocity = new Vector3(velocityAddition,rb.velocity.y,rb.velocity.z);
- break;
- case CharacterState.Die:
- if (dieKeepTime <= 0)
- {
- if (!isSpirit)
- {
- Corpse.allCorpsesNum += 1;
- Corpse.isChange = true;
- }
- gameObject.SetActive(false);
- break;
- }
- break;
- case CharacterState.Weak:
- if (rb.velocity.magnitude > 1)
- {
- if (ani.GetCurrentAnimatorClipInfo(0)[0].clip.name != "hitted")
- {
- ani.Play("hitted", 0, 0);
- aniCollider.Play("Hurt", 0, 0);
- }
- Vector3 vel = rb.velocity;
- if (!canFly)
- {
- if (foot.TrigGround && vel.y < 0)
- {
- vel.y = 0;
- }
- else
- {
- vel += Vector3.up * extraFallGravity * Time.deltaTime;
- }
- }
- vel.y = vel.y * (1 - decelerationRatio * Time.deltaTime);
- vel.x = vel.x * (1 - decelerationRatio * Time.deltaTime);
- rb.velocity = vel;
- }
- else
- {
- if (ani.GetCurrentAnimatorClipInfo(0)[0].clip.name != "weak")
- {
- ani.Play("weak", 0, 0);
- aniCollider.Play("Weak", 0, 0);
- rb.velocity = Vector3.zero;
- weakTime = totalWeakTime;
- }
- rb.velocity = new Vector3(velocityAddition, rb.velocity.y,0);
- }
- if (weakTime <= 0)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- break;
- default:
- break;
- }
- }
- public override void ChangeState(CharacterState newState)
- {
- if(state == newState)
- {
- return;
- }
- switch (state)
- {
- case CharacterState.Idle:
- break;
- case CharacterState.Run:
- rb.velocity = Vector3.zero;
- break;
- case CharacterState.Rush:
- rb.velocity = Vector3.zero;
- break;
- case CharacterState.Rise:
- if (!canFly)
- {
- bodyCollider.SetActive(true);
- }
-
- break;
- case CharacterState.Fall:
- rb.velocity = Vector3.zero;
- break;
- //case CharacterState.Hurt:
- // break;
- case CharacterState.Coma:
- canMove = true;
- foreach(GameObject i in HitCols)
- {
- i.SetActive(true);
- }
- break;
- case CharacterState.Attack:
- aniCollider.Play("NotAttack", 1, 0);
- break;
- case CharacterState.Die:
- isDie = false;
- break;
- case CharacterState.Weak:
- beRepelValue = totalBeRepelValue;
- break;
- case CharacterState.Float:
- canMove = true;
- 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.Rush:
- ani.Play("rush", 0, 0);
- aniCollider.Play("Rush", 0, 0);
- break;
- case CharacterState.Rise:
- aniCollider.Play("Rise", 0, 0);
- break;
- case CharacterState.Fall:
- ani.Play("fall", 0, 0);
- 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;
- // hurtKeepTime = minHurtKeepTime;
- // //ani.Play("Invincible", 2, 0);
- // break;
- case CharacterState.Coma:
- //ani.Play("Coma", 0, 0);
- ani.Play("idle", 0, 0);
- aniCollider.Play("Idle", 0, 0);
- if (isCaughtByCook)
- {
- foreach (GameObject i in HitCols)
- {
- i.SetActive(false);
- }
- }
- pastComaTime = 0;
- rb.velocity = Vector3.zero;
- 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:
- weakTime = totalWeakTime;
- break;
- case CharacterState.Float:
- canMove = false;
- break;
- default:
- break;
- }
- }
- public override void Attack1()
- {
- base.Attack1();
- Vector3 moveDir;
- if (PlayersInput.instance[playerID].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;
- }
- private List<AttackInfo> origAttackInfos = new List<AttackInfo>();
- private float origAttackTime;
- private int count;
- public GameObject attributeUpEffect;
- private GameObject curUpEffect;
- public bool hasUp = false;
- public bool isFirst = true;
- public void AttackAttributesUp(float upDamageDegree, float upAttackSpeedDegree, float conTime) //提升攻击和攻速
- {
- if (isFirst)
- {
- isFirst = false;
- curUpEffect = Instantiate(attributeUpEffect, transform.position, new Quaternion(0, 0, 0, 0), transform);
- }
- curUpEffect.SetActive(true);
- count = attack2Infos.Count;
- for (int i = 0; i < count; i++)
- {
- AttackInfo a = attack2Infos[i];
- origAttackInfos.Add(a);
- int d = a.damage;
- a.damage = (int)(d * (1 + upDamageDegree));
- attack2Infos[i] = a;
- }
- origAttackTime = totalAttack2Time;
- totalAttack2Time = totalAttack2Time / (1 + upAttackSpeedDegree);
- Invoke("AttackAttributesBack", conTime);
- }
- public void AttackAttributesBack()
- {
- curUpEffect.SetActive(false);
- for (int i = 0; i < count; i++)
- {
- attack2Infos[i] = origAttackInfos[i];
- }
- totalAttack2Time = origAttackTime;
- hasUp = false;
- }
- }
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