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- using Spine.Unity;
- using Spine;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using Base.Common;
- using UnityEditor.SceneManagement;
- public enum TargetType
- {
- None = 0,
- Demonic = 1,
- Tower = 2,
- Player = 3,
- Enemy = 4,
- EnemyTower = 5,
- Boss = 6,
- Portal = 7,
- }
- public enum SearchState
- {
- NoTarget = 0, //搜索范围内没有目标
- InSearchScope = 1, //在搜索范围内发现目标,但不在攻击范围内
- InAttackScope = 2, //目标在攻击范围内
- }
- public class Enemy : MoveCharacter
- {
- [Header("敌方单位属性")]
- public int id;
- public int baseSortingOrder;
- int sortingOrder = 0;
- public bool isBack = false; //往反方向走
- public float flyHeight;
- public float flyUpSpeed = 10;
- public float jumpSpeed = 10;
- public float maxMoveSpeed, minMoveSpeed;
- public float runSpeed;
- [Header("击飞、屏幕反弹")]
- public bool isBeBlownUp; //被击飞
- public bool isBeReboundedX; //X方向被反弹
- public bool isBeReboundedY; //Y方向被反弹
- private bool hasBeReboundedX;
- private bool hasBeReboundedY;
- public float reboundXSpeed;
- public float reboundYSpeed;
- public int wallDamage;
- [Header("落地眩晕")]
- public bool willBeComa;
- public float willComaTime;
- public int comaDamage;
- [Header("敌方英灵")]
- public Spirits.SpiritType type;
- [Header("敌方单位组件")]
- public SearchState searchState;
- [Header("攻击")]
- public float attackDistance;
- public float maxAttackDis, minAttackDis;
- public bool needToChange;
- public float attackRatio;
- private int curAttackID;
- private AttackController.AttackMethod[] am;
- private int len;
- [Header("掉落魂")]
- public int dropSoulMax = 3;
- public int dropSoulMin = 1;
- public float dropSoulAngle = 60f;
- [Header("验证功能开关")]
- public bool upFirstAfterWeaknessOrNot; //虚弱结束后是否先升高
- private void Start()
- {
- if (needToChange)
- {
- attackDistance = Random.Range(minAttackDis, maxAttackDis);
- }
- am = attackController.attackMethod;
- len = am.Length;
- }
- private void OnEnable()
- {
- Init();
- }
- public void OnDisable()
- {
- EnemyCreater.instance.OnEnemyRecycle(this);
- }
- public override void Init()
- {
- base.Init();
- moveSpeed = Random.Range(minMoveSpeed, maxMoveSpeed);
- ChangeSearchState(SearchState.NoTarget);
- }
- public override void FixedUpdate()
- {
- OnSearchState();
- OnState();
- }
- public override Vector3 GetMoveDir()
- {
- Vector3 moveDir = Vector3.zero;
- if (canMove)
- {
- switch (searchState)
- {
- case SearchState.NoTarget:
- if (TowerMap.myTowers.Count == 0)
- {
- moveDir = Vector3.right;
- break;
- }
- float minDistance = Mathf.Infinity;
- int id = -1;
- for (int i = 0; i < TowerMap.myTowers.Count; i++)
- {
- Tower myTower = TowerMap.myTowers[i].GetComponent<Tower>();
- if (transform.position.y >
- myTower.transform.position.y + myTower.height)
- {
- continue;
- }
- float distance = Vector3.Distance(transform.position,
- TowerMap.myTowers[i].transform.position);
- if (distance < minDistance)
- {
- minDistance = distance;
- id = i;
- }
- }
- if (id == -1)
- {
- moveDir = Vector3.right;
- break;
- }
- if (bodyTrans.position.x > TowerMap.myTowers[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;
- }
- }
- if (!isBack)
- {
- return moveDir;
- }
- return -moveDir;
- }
- public bool GetAttack()
- {
- if (searchState == SearchState.InAttackScope)
- {
- return true;
- }
- return false;
- }
- public bool GetJump()
- {
- return false;
- }
- public bool AdjustHeight()
- {
- if (canFly)
- {
- if (transform.position.y - flyHeight > 0.1f)
- {
- Vector3 pos = transform.position;
- pos.y -= flyUpSpeed * Time.deltaTime;
- transform.position = pos;
- return false;
- }
- else if (transform.position.y - flyHeight < -0.1f)
- {
- Vector3 pos = transform.position;
- pos.y += flyUpSpeed * Time.deltaTime;
- transform.position = pos;
- return false;
- }
- }
- return true;
- }
- public override void OnState()
- {
- base.OnState();
- //hurtKeepTime -= 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)
- {
- Attack_march();
- 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;
- }
- //rb.velocity = Vector3.zero;
- if (!upFirstAfterWeaknessOrNot)
- {
- if (canFly)
- {
- rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezePositionY;
- rb.useGravity = false;
- AdjustHeight();
- }
- }
- break;
- case CharacterState.Run:
- if (isAttack)
- {
- Attack_march();
- 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 * moveSpeed;
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- }
- else if (leftDir.x < -0.3f)
- {
- rb.velocity = Vector3.left * moveSpeed;
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- if (!upFirstAfterWeaknessOrNot)
- {
- if (canFly)
- {
- rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezePositionY;
- rb.useGravity = false;
- AdjustHeight();
- }
- }
- break;
- case CharacterState.Rush:
- if (isAttack)
- {
- Attack_march();
- 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;
- }
- rb.velocity += Vector3.up * extraRiseGravity * Time.deltaTime;
- break;
- case CharacterState.Fall:
- if (foot.TrigGround || canFly)
- {
- if (willBeComa)
- {
- comaTime = willComaTime;
- ChangeState(CharacterState.Coma);
- }
- else
- {
- ChangeState(CharacterState.Idle);
- }
- break;
- }
- Vector3 velocity = rb.velocity;
- velocity.y += extraFallGravity * Time.deltaTime;
- if (leftDir.x > 0.3f)
- {
- velocity.x = moveSpeed;
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- }
- else if (leftDir.x < -0.3f)
- {
- velocity.x = -moveSpeed;
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- rb.velocity = velocity;
- break;
- case CharacterState.Attack:
- attackController.attackTime -= Time.deltaTime;
- attackController.attackKeyCount += Time.deltaTime;
- if (!attackController.isAttackTriggerOn && attackController.attackKeyCount >=
- attackController.nextStartKeyTime && attackController.attackKeyCount <= attackController.nextEndKeyTime)
- {
- attackController.isAttackTriggerOn = true;
- attackController.attackTrigger.gameObject.SetActive(true);
- }
- else if (attackController.isAttackTriggerOn && attackController.attackKeyCount >= attackController.nextEndKeyTime)
- {
- attackController.isAttackTriggerOn = false;
- attackController.attackTrigger.gameObject.SetActive(false);
- attackController.SetNextKeyTimes();
- }
- if (attackController.attackTime <= 0)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- break;
- case CharacterState.Die:
- if (dieKeepTime <= 0)
- {
- gameObject.SetActive(false);
- break;
- }
- break;
- case CharacterState.Coma:
- pastComaTime += Time.deltaTime;
- if (pastComaTime >= comaTime)
- {
- ChangeState(CharacterState.Idle);
- }
- break;
- case CharacterState.SpecialStatus:
- attributeStatus.SpecialStateEffect();
- 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.Attack:
- break;
- case CharacterState.Die:
- isDie = false;
- break;
- case CharacterState.Float:
- canMove = true;
- break;
- case CharacterState.Coma:
- ani.Play("idle", 0, 0);
- if (canFly)
- {
- rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezePositionY;
- rb.useGravity = false;
- }
- canMove = true;
- break;
- default:
- break;
- }
- CharacterState oldState = state;
- state = newState;
- switch (newState)
- {
- case CharacterState.Idle:
- ani.Play("idle", 0, 0);
- rb.velocity = Vector3.zero;
- //animalAni.SetInteger("state", (int)PlayerState.Idle);
- break;
- case CharacterState.Run:
- ani.Play("walk", 0, 0);
- //animalAni.SetInteger("state", (int)PlayerState.Walk);
- break;
- case CharacterState.Rush:
- ani.Play("rush", 0, 0);
- break;
- case CharacterState.Float:
- canMove = false;
- break;
- case CharacterState.Coma:
- if (willBeComa)
- {
- BeHit(comaDamage, Vector3.zero, false, 0);
- }
- //ani.Play("Coma", 0, 0);
- ani.Play("weak", 0, 0);
- rb.velocity = Vector3.zero;
- pastComaTime = 0;
- if (canFly)
- {
- rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ;
- rb.useGravity = true;
- }
- break;
- case CharacterState.Attack:
- break;
- case CharacterState.Die:
- ani.Play("die", 0, 0);
- isDie = true;
- dieKeepTime = totalDieKeepTime;
- DropSouls();
- break;
- default:
- break;
- }
- }
- public void DropSouls()
- {
- int dropSoulNum = Random.Range(dropSoulMin, dropSoulMax + 1);
- if (dropSoulNum > 1)
- {
- for (int i = 0; i < dropSoulNum; i++)
- {
- float angleInterval = dropSoulAngle / (float)(dropSoulNum - 1);
- float angle = 90 + ((float)i - (float)(dropSoulNum - 1) / 2) * angleInterval;
- angle = angle / 180 * Mathf.PI;
- GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
- Vector3 dir = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0);
- Soul soul = soulObj.GetComponent<Soul>();
- soul.Burst(dir * soulStartSpeed);
- soul.type = type;
- }
- }
- else
- {
- GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
- Vector3 dir = Vector3.up;
- Soul soul = soulObj.GetComponent<Soul>();
- soul.Burst(dir * soulStartSpeed);
- soul.type = type;
- }
- }
- public void Jump()
- {
- SetUpSpeed(jumpSpeed);
- ani.Play("jump", 0, 0);
- }
- public void SetUpSpeed(float speed)
- {
- ChangeState(CharacterState.Rise);
- Vector3 velocity = rb.velocity;
- Vector3 leftDir = GetMoveDir();
- if (leftDir.x > 0.3f)
- {
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- }
- else if (leftDir.x < -0.3f)
- {
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- velocity.y = speed;
- rb.velocity = velocity;
- //animalAni.SetInteger("state", (int)PlayerState.Rise);
- }
- 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:
- Character character0 = PlayersInput.instance[0];
- if (character0 && character0.attackController.beTargetCharacter.Exists(t => t == this))
- {
- character0.attackController.beTargetCharacter.Remove(this);
- }
- targetCharacter = null;
- break;
- case SearchState.InSearchScope:
- break;
- case SearchState.InAttackScope:
- break;
- default:
- break;
- }
- }
- public bool SearchTarget()
- {
- targetCharacter = searchTrigger.GetMinDisTarget(attackController.targetTypes, attackController.canHitFly);
- if (targetCharacter != null)
- {
- Character character0 = PlayersInput.instance[0];
- Character character1 = PlayersInput.instance[1];
- if (targetCharacter == character0
- && !character0.attackController.beTargetCharacter.Exists(t => t == this))
- {
- character0.attackController.beTargetCharacter.Add(this);
- }
- if (targetCharacter == character1
- && !character1.attackController.beTargetCharacter.Exists(t => t == this))
- {
- character1.attackController.beTargetCharacter.Add(this);
- }
- return true;
- }
- else
- {
- return false;
- }
- }
- 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)
- {
- 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 void Attack_summon()
- {
- attackController.Attack_summon();
- attackTarget = targetCharacter;
- }
- public virtual void Attack_march()
- {
- attackController.Attack_march(curAttackID);
- if (curAttackID + 1 < len)
- {
- curAttackID += 1;
- }
- else if (am[0].id == 0)
- {
- curAttackID = 1;
- }
- else
- {
- curAttackID = 0;
- }
- attackTarget = targetCharacter;
- }
- public void ChosePlayer()
- {
- float distance0 = Mathf.Infinity;
- float distance1 = Mathf.Infinity;
- PlayerController player0 = PlayersInput.instance[0];
- PlayerController player1 = PlayersInput.instance[1];
- if (player0 != null && !player0.isRevive && !player0.isBaseBtnOut)
- {
- distance0 = Mathf.Abs(player0.transform.position.x
- - transform.position.x);
- }
- if (player1 != null && !player1.isRevive && !player1.isBaseBtnOut)
- {
- distance1 = Mathf.Abs(player1.transform.position.x
- - transform.position.x);
- }
- if (distance0 == Mathf.Infinity && distance1 == Mathf.Infinity)
- {
- targetCharacter = null;
- return;
- }
- if (distance0 <= distance1)
- {
- targetCharacter = player0;
- if (!player0.attackController.beTargetCharacter.Exists(t => t == this))
- {
- player0.attackController.beTargetCharacter.Add(this);
- }
- }
- else
- {
- targetCharacter = player1;
- if (!player1.attackController.beTargetCharacter.Exists(t => t == this))
- {
- player1.attackController.beTargetCharacter.Add(this);
- }
- }
- }
- }
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