WaterSprite.cs 9.4 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using Sirenix.OdinInspector;
  5. public class WaterSprite : Boss
  6. {
  7. public enum AttackMethods
  8. {
  9. Move, //移动,浮空+点水,动画控制高度,代码控制位移x;点水处生化
  10. Umbrella, //黑伞回旋镖
  11. Lotus, //召唤莲花
  12. Hair, //辫子攻击
  13. Rush, //水面冲刺
  14. Shoot, //苦无射击
  15. }
  16. public enum BossStage
  17. {
  18. waterSprite, //水诡形态
  19. polliwog, //蝌蚪形态
  20. }
  21. [System.Serializable]
  22. public struct AttackAssignment
  23. {
  24. public AttackMethods attack;
  25. public int weight; //权重
  26. }
  27. [System.Serializable]
  28. public struct BossAttackType
  29. {
  30. public AttackCategories category;
  31. public AttackAssignment[] attacks;
  32. }
  33. [Space(30)]
  34. [Header("水诡白家娘娘")]
  35. [Header("攻击配置")]
  36. public BossAttackType[] attackConfigurations;
  37. private AttackMethods curAttackType;
  38. private WaterSpriteAttackController attack;
  39. public GameObject smokeFx;
  40. [Header("瞬身")]
  41. public float bodyFlickerTime;
  42. private float bodyFlickerTimer;
  43. public bool isDisappear = false;
  44. [Header("移动")]
  45. private WaterSpriteJumpMove jumpMoveCS;
  46. [Header("变化形态")]
  47. [LabelText("召唤蝌蚪的数量")]
  48. public int polliNum; //召唤蝌蚪的数量
  49. [LabelText("召唤蝌蚪的脚本")]
  50. public PolliwogShot pws;
  51. private BossStage curBossStage;
  52. [Range(1,100)]
  53. [LabelText("血量到达多少百分比后切换蝌蚪形态")]
  54. public int[] changeStateHPPer; //每次转化形态的血量百分比预设
  55. private int nextAimHP; //下一个血量预设值
  56. private int changeHPID; //下一个是预设数组里的第几个
  57. [LabelText("过多久从蝌蚪形态切回水诡形态")]
  58. public float polliTime;
  59. private float pastPoliTime; //已经过去的蝌蚪时间
  60. [Header("变化阶段")]
  61. [LabelText("转阶段的生命比例")] public float hpRadioOfPhase;
  62. [LabelText("愤怒状态攻击间隔")] public float angryAttackInterval;
  63. [LabelText("愤怒状态持续时间")] public float angryDuration;
  64. private float angryTimer;
  65. private bool isAngry = false;
  66. public bool isHoldingUmbre = true;
  67. public int attackNum;
  68. public override void Init()
  69. {
  70. base.Init();
  71. attack = GetComponent<WaterSpriteAttackController>();
  72. jumpMoveCS = GetComponent<WaterSpriteJumpMove>();
  73. jumpMoveCS.ws = this;
  74. nextAimHP = (int)(changeStateHPPer[changeHPID] / 100f * totalHp);
  75. changeHPID++;
  76. }
  77. public void ChangeStage(BossStage bs)
  78. {
  79. if (bs == curBossStage)
  80. {
  81. return;
  82. }
  83. curBossStage = bs;
  84. switch (bs)
  85. {
  86. case BossStage.waterSprite:
  87. if (changeHPID < changeStateHPPer.Length - 1)
  88. {
  89. nextAimHP = (int)(changeStateHPPer[changeHPID] / 100f * totalHp);
  90. changeHPID++;
  91. }
  92. else
  93. {
  94. nextAimHP = -1000;
  95. }
  96. bodyTrans.gameObject.SetActive(true);
  97. //所有蝌蚪消失
  98. pws.AllPoliDie();
  99. break;
  100. case BossStage.polliwog:
  101. bodyTrans.gameObject.SetActive(false);
  102. //在原地召唤一堆蝌蚪
  103. pws.Shoot(polliNum, bodyTrans.position);
  104. break;
  105. default:
  106. break;
  107. }
  108. }
  109. private void OnStage()
  110. {
  111. switch (curBossStage)
  112. {
  113. case BossStage.polliwog:
  114. pastPoliTime += Time.deltaTime;
  115. if (pastPoliTime >= polliTime)
  116. {
  117. ChangeStage(BossStage.waterSprite);
  118. pastPoliTime = 0;
  119. }
  120. break;
  121. }
  122. }
  123. public override void Update()
  124. {
  125. base.Update();
  126. OnStage();
  127. if(isAngry)
  128. {
  129. if (angryTimer >= 0) angryTimer -= Time.deltaTime;
  130. else
  131. {
  132. Debug.Log("退出愤怒状态");
  133. isAngry = false;
  134. ChangeCirculate(0);
  135. bodyTrans.gameObject.SetActive(true);
  136. }
  137. }
  138. if(!isHoldingUmbre) attack.OnBlackUmbrella();
  139. }
  140. //步步生花
  141. public override void ToMove()
  142. {
  143. jumpMoveCS.ToJump();
  144. }
  145. public override void OnMove()
  146. {
  147. jumpMoveCS.OnJumpMove();
  148. }
  149. public override void BeHit(AttackController.AttackMethod attackMethod, Character attackFrom, int damage = -1)
  150. {
  151. base.BeHit(attackMethod, attackFrom, damage);
  152. if (hp <= nextAimHP)
  153. {
  154. ChangeStage(BossStage.polliwog);
  155. }
  156. }
  157. public override void RandomAttackType(AttackCategories cate)
  158. {
  159. AttackAssignment[] attacks = attackConfigurations[(int)cate].attacks;
  160. int[] powers = new int[attacks.Length];
  161. for (int i = 0; i < attacks.Length; i++)
  162. {
  163. powers[i] = attacks[i].weight;
  164. }
  165. //int a = RandomWithWeight(powers);
  166. //curAttackType = attacks[a].attack;
  167. bool result = false;
  168. while (!result)
  169. {
  170. int a = RandomWithWeight(powers);
  171. curAttackType = attacks[a].attack;
  172. result = true;
  173. if (curAttackType == AttackMethods.Umbrella && !isHoldingUmbre)
  174. {
  175. result = false;
  176. }
  177. }
  178. }
  179. public override void Attack()
  180. {
  181. switch (curAttackType)
  182. {
  183. case AttackMethods.Move:
  184. jumpMoveCS.CountJumpTime();
  185. ChangeState(CharacterState.Run);
  186. break;
  187. case AttackMethods.Umbrella:
  188. isHoldingUmbre = false;
  189. ani.Play("shoot");
  190. attack.SkillBlackUmbrella();
  191. break;
  192. case AttackMethods.Hair:
  193. ani.Play("roar");
  194. int attackTimes = 0;
  195. switch (bossPhase)
  196. {
  197. case 0:
  198. attackTimes = 8;
  199. break;
  200. case 1:
  201. attackTimes = 8;
  202. break;
  203. case 2:
  204. attackTimes = 15;
  205. break;
  206. }
  207. if (isAngry) attackTimes = 15;
  208. attack.SkillHairSprint(attackTimes);
  209. ChangeBossState(BossState.invincible);
  210. break;
  211. case AttackMethods.Shoot:
  212. //ani.Play("roar");
  213. BodyFlickerDisappear();
  214. break;
  215. default:
  216. break;
  217. }
  218. }
  219. public override void ChangePhase()
  220. {
  221. base.ChangePhase();
  222. switch (bossPhase)
  223. {
  224. case 1:
  225. ChangeCirculate(1);
  226. bodyTrans.gameObject.SetActive(false);
  227. isAngry = true;
  228. angryTimer = angryDuration;
  229. RandomAttackState();
  230. break;
  231. case 2:
  232. break;
  233. }
  234. }
  235. public override void ClearAllSkills()
  236. {
  237. GameObject umbrella = attack.umbrellaInstance;
  238. if (umbrella)
  239. {
  240. umbrella.SetActive(false);
  241. }
  242. }
  243. public override void OnAttack()
  244. {
  245. switch (curAttackType)
  246. {
  247. case AttackMethods.Umbrella:
  248. if (spineEvent.isAttackOn)
  249. {
  250. spineEvent.isAttackOn = false;
  251. attack.BlackUmbrellaRelease();
  252. ChangeState(CharacterState.Run);
  253. }
  254. break;
  255. case AttackMethods.Hair:
  256. break;
  257. case AttackMethods.Shoot:
  258. if (Time.time - bodyFlickerTimer > bodyFlickerTime)
  259. {
  260. int faceDir = pc.bodyTrans.transform.localScale.x > 0 ? 1 : -1;
  261. transform.position = pc.transform.position + Vector3.right * faceDir * 5;
  262. int num = 0;
  263. switch (bossPhase)
  264. {
  265. case 0:
  266. num = 7;
  267. break;
  268. case 1:
  269. num = 11;
  270. break;
  271. case 2:
  272. num = 15;
  273. break;
  274. }
  275. attack.KunaiAttack((pc.transform.position - pws.transform.position).normalized, num);
  276. BodyFlickerAppear();
  277. ChangeState(CharacterState.Run);
  278. }
  279. break;
  280. default:
  281. break;
  282. }
  283. }
  284. #region 瞬身相关
  285. public void BodyFlickerDisappear()
  286. {
  287. if (isDisappear) return;
  288. Debug.Log("瞬身开始");
  289. bodyTrans.gameObject.SetActive(false);
  290. PoolManager.Instantiate(smokeFx, transform.position);
  291. ChangeBossState(BossState.invincible);
  292. bodyFlickerTimer = Time.time;
  293. isDisappear = true;
  294. }
  295. public void BodyFlickerAppear()
  296. {
  297. if (!isDisappear) return;
  298. Debug.Log("瞬身结束");
  299. bodyTrans.gameObject.SetActive(true);
  300. PoolManager.Instantiate(smokeFx, transform.position);
  301. ChangeBossState(BossState.normal);
  302. isDisappear = false;
  303. }
  304. #endregion
  305. }