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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using Spine;
- using Spine.Unity;
- using UnityEngine.LowLevel;
- using UnityEngine.Playables;
- using System.ComponentModel;
- using Unity.VisualScripting;
- using System;
- using Base.Common;
- using cfg;
- using static UnityEngine.EventSystems.EventTrigger;
- using UnityEngine.InputSystem;
- using TMPro;
- [Serializable]
- public struct AttackInfo
- {
- public int damage;
- public Vector3 attackDir;
- public float force;
- public bool changeHurt;
- public float repelValue;
- }
- public enum PlayerAttackState
- {
- Idle = 0,
- WalkForward = 1,
- WalkBack = 2,
- }
- public class PlayerController : MoveCharacter
- {
- [Header("玩家属性")]
- public int playerId;
- public bool canJump;
- public bool canfly;
- public bool endTranSummon; //是否在结束变身后召唤英灵
- [Header("变身英灵")]
- public bool isUltimate; //英灵释放大招
- public bool keyTransfigurateRelease; //松开英灵释放大招键
- public List<GameObject> changePrefabs;
- public int[] needCorpses;
- private GameObject spiritObj; //当前变身的对象
- public int endChange = 0; //结束变身后召唤的英灵
- public Vector2 rightDir;
- [Header("玩家组件")]
- public UIHP uiMp;
- public PlayerRope playerRope;
- public EventTrigger eventTrigger;
- public SprintLinkTrigger sprintLinkTrigger;
- private Spirits spirits;
- public Collider soulCollector;
- public SkeletonMecanim skeletonMecanim;
- public SkeletonDataAsset[] playerSpine;
- private SpiritSystem spiritSystem;
- [Header("血量")]
- private int curHp;
- private int curTotalHp;
- [Header("蓝耗")]
- public float mp;
- public float totalMp;
- public float totalMp_2Players; //双人模式下总蓝量
- public bool isMpRepel = true;
- public bool isRapedReply;
- public float mpReplySpeed;
- public float mpReplySpeed_2Players; //双人模式下蓝量回复速度
- public float rapidReplySpeed;
- public float lostMp;
- private float addMp = 10;
- public GameObject soul;
- public GameObject rapidReplyEffect;
- [Header("移动属性")]
- public Vector2 moveVec; //玩家不动时移动数据
- [HideInInspector]
- public Vector2 leftDir;
- [Header("冲刺属性")]
- public float rushSpeed = 100;
- public float rushCostMp = 5;
- public Vector3 rushDir;
- public float rushInvincibleTime = 0.2f;
- [HideInInspector]
- public float rushTime;
- public float totalRushTime = 0.5f;
- [HideInInspector]
- public float cacheRushTime; //无法Rush时按下Rush键不会Rush,手感不好,缓存几帧,在这几帧内落地会立即Rush;
- public float totalCacheRushTime = 0.1f;
- [Header("链条属性")]
- public float sprintCostMp = 5;
- [HideInInspector]
- public float cachePullRopeTime;
- public float totalCachePullRopeTime = 0.1f;
- [Header("跳跃属性")]
- public float jumpSpeed = 10;
- public float airJumpSpeed = 10;
- public int airJumped;
- public int airJumpNumber = 1; //最大跳跃次数
- public float canAirJumpSpeed = 5;//y轴速度大于这个值时不能进行空中跳跃
- [HideInInspector]
- public float canJumpTime; //离开平台后仍然可以跳跃的时间,用于提升手感
- public float leaveGroundCanJumpTime = 0.1f;
- [HideInInspector]
- public float cacheJumpTime; //即将落地时按下跳跃键不会跳跃,手感不好,缓存几帧,在这几帧内落地会立即跳跃;
- public float totalCacheJumpTime = 0.1f;
- [Header("飞行属性")]
- public float flySpeed = 5;
- public float maxFlyHeight;
- [Header("召唤属性")]
- public float cacheDir; //召唤的时候按左右召唤结束不会响应手感不好,缓存一下,召唤后摇期间有左右响应的话会转向
- [HideInInspector]
- public float summonTime;
- [HideInInspector]
- public float cacheSummonTime; //无法召唤时按下召唤键不会召唤,手感不好,缓存几帧,在这几帧内落地会立即召唤;
- [HideInInspector]
- public int cacheSummonId;
- [Header("召唤使魔")]
- public List<GameObject> demonicPrefabs;
- public List<Vector3> demonicSummonPos;
- public Dictionary<int, List<Demonic>> demonicDic;
- private List<Demonic> arrows = new List<Demonic>();
- private List<Demonic> giants = new List<Demonic>();
- private List<Demonic> swords = new List<Demonic>();
- [Header("攻击")]
- public PlayerAttackState attackState;
- public float attackMoveSpeed = 5f;
- [HideInInspector]
- public float cacheAttackTime; //无法攻击时按下攻击键不会攻击,手感不好,缓存几帧,在这几帧内落地会立即攻击;
- public float totalCacheAttackTime = 0.1f;
- [Header("复活")]
- public float reviveTime; //复活时间
- public float totalReviveTime;
- [Header("玩家是否在基地")]
- public bool isBaseBtnOut = false;
- [Header("八卦")]
- public ChooseYinYang chooseYinYang;
- [Header("锁魂塔")]
- public GameObject curSoulTower;
- //指挥功能
- private float conductTime; //指挥按键长按时间
- private int nowConductButton = -1; //现在按下的指挥键(0.J/1.K/2.L/-1.无)
- private int cacheConductId;
- [Header("召唤相应时间")] [Tooltip("在此时间内松手为召唤")] public float totalCacheSummonTime;
- [Header("指挥相应时间")] [Tooltip("在此时间以外松手为指挥")] public float[] canConductTime;
- [Header("指挥技能")] [Tooltip("选择相应的指挥技能")] public ConductSkills[] conductSkills;
- public bool[] conductCanRelease; //能否进入指挥技蓄力状态
- public ConductReadyTip conductReadyTip; //指挥技就绪
- private bool isReadyConduct;
- [Header("时间倍率")] [Tooltip("时间速度放慢到正常的几倍")] public float timeSlowingMultiplier;
- public float readyTipFxTime;
- [Header("转换率")] public float[] conversionRate;
- //大胖子
- [Header("融合临时血量基数")] public int temptHp;
- [Header("融合血量持续时间")]public float temptTime;
- public GameObject[] bigGiant;
- public float[] stageSize;
- public int[] giantDieNum;
- //光球
- public GameObject photosphereObj;
- [Header("光球血量基数")] public int photosphereHp;
- //攻击力
- public GameObject attackEffect;
- //泰山压顶
- public GameObject mountain;
- public Vector3 mountainOffset;
- //气功波
- public GameObject wavePowerObj;
- [Header("气功波伤害基数")]public int wavePowerDamage;
- //御剑术
- public GameObject flyingSwordsObj;
- [Header("御剑术伤害")] public int swordsDamage;
- //怨气弹
- public GameObject angryBulletObj;
- [Header("怨气弹数量基数")] public int angryBulletNum;
- //扇形飞剑
- public GameObject fanFlyingSwords;
- [Header("飞剑角度范围")]public float flyingSwordsAngleRange;
- [Header("飞剑角度入射角")] public float flyintSwordsArrivalAngle;
- [Header("飞剑数量基数")] public int flyingSwordsNum;
- public enum ConductSkills
- {
- Giant, //胖子:合成大胖子
- Photosphere, //胖子:光球
- AddAttack, //胖子:增加攻击力
- Mountain, //气功师:泰山压顶
- WavePower, //气功师:气功波
- SwordsControl, //气功师:御剑术
- AngryBullet, //弓箭手:怨气弹
- FlyingSwords, //扇形飞剑
- }
- public bool btnJumpPress
- {
- get
- {
- //return Input.GetKeyDown(KeyCode.Space) || isClickBtnJump;
- return isClickBtnJump;
- }
- }
- [HideInInspector]
- public bool isClickBtnJump;
- public bool btnRushPress
- {
- get
- {
- //return Input.GetKeyDown(KeyCode.LeftShift) || isClickBtnRush;
- return isClickBtnRush;
- }
- }
- [HideInInspector]
- public bool isClickBtnRush;
- public bool btnRushKeep
- {
- get
- {
- //return Input.GetKey(KeyCode.LeftShift) || isKeepBtnRush;
- return LBisHold || isKeepBtnRush;
- }
- }
- [HideInInspector]
- public bool isKeepBtnRush;
- public bool btnTransfiguratePress
- {
- get
- {
- //return Input.GetKeyDown(KeyCode.L) || isClickBtnEast;
- return isClickBtnTransfigurate;
- }
- }
- [HideInInspector]
- public bool isClickBtnTransfigurate;
- public bool btnEastPress
- {
- get
- {
- return isClickBtnEast;
- }
- }
- [HideInInspector]
- public bool isClickBtnEast;
- public bool btnEastUp
- {
- get
- {
- return isBtnEastUp;
- }
- }
- [HideInInspector]
- public bool isBtnEastUp;
- public bool btnSouthPress
- {
- get
- {
- //return Input.GetKeyDown(KeyCode.K) || isClickBtnSouth;
- return isClickBtnSouth;
- }
- }
- [HideInInspector]
- public bool isClickBtnSouth;
- public bool btnSouthUp
- {
- get
- {
- //return Input.GetKeyDown(KeyCode.K) || isClickBtnSouth;
- return isBtnSouthUp;
- }
- }
- [HideInInspector]
- public bool isBtnSouthUp;
- public bool btnWestPress
- {
- get
- {
- return isClickBtnWest;
- }
- }
- [HideInInspector]
- public bool isClickBtnWest;
- public bool btnWestUp
- {
- get
- {
- return isBtnWestUp;
- }
- }
- [HideInInspector]
- public bool isBtnWestUp;
- public bool btnNorthPress
- {
- get
- {
- return isClickBtnNorth;
- }
- }
- [HideInInspector]
- public bool isClickBtnNorth;
- public bool btnNorthUp
- {
- get
- {
- return isBtnNorthUp;
- }
- }
- [HideInInspector]
- public bool isBtnNorthUp;
- public bool btnSpiritSummon
- {
- get
- {
- //return Input.GetKeyDown(KeyCode.I) || isClickBtnNorth;
- return isSpiritSummon;
- }
- }
- [HideInInspector]
- public bool isSpiritSummon;
- public bool btnSpiritSummon1
- {
- get
- {
- //return Input.GetKeyDown(KeyCode.I) || isClickBtnNorth;
- return isSpiritSummon1;
- }
- }
- [HideInInspector]
- public bool isSpiritSummon1;
- public bool btnSpiritSummon2
- {
- get
- {
- //return Input.GetKeyDown(KeyCode.I) || isClickBtnNorth;
- return isSpiritSummon2;
- }
- }
- [HideInInspector]
- public bool isSpiritSummon2;
- public bool btnSpiritSummon3
- {
- get
- {
- //return Input.GetKeyDown(KeyCode.I) || isClickBtnNorth;
- return isSpiritSummon3;
- }
- }
- [HideInInspector]
- public bool isSpiritSummon3;
- public bool btnNorthKeep
- {
- get
- {
- //return Input.GetKey(KeyCode.I) || isKeepBtnNorth;
- return isKeepBtnNorth;
- }
- }
- [HideInInspector]
- public bool isKeepBtnNorth;
- public override void Init()
- {
- base.Init();
- mp = totalMp;
- uiMp.Show(mp, totalMp);
- }
- private void Awake()
- {
- PlayerInput playerInput = transform.GetComponent<PlayerInput>();
- spirits = GetComponent<Spirits>();
- playerId = playerInput.playerIndex;
- transform.position = new Vector3(142 + 4 * playerId, 0, 0);
- playerRope.playerId = playerId;
- sprintLinkTrigger.playerID = playerId;
- switch (playerId)
- {
- case 0:
- PlayersInput.instance[0] = this;
- PlayersInput.instance[1] = this;
- SpiritSystem.isP1Out = true;
- SpiritSystem.isP1In = false;
- SpiritSystem.player1 = gameObject;
- SpiritSystem.p1Spirits = GetComponent<Spirits>();
- break;
- case 1:
- PlayersInput.instance[1] = this;
- SpiritSystem.isP2Out = true;
- SpiritSystem.isP2In = false;
- SpiritSystem.player2 = gameObject;
- SpiritSystem.p2Spirits = GetComponent<Spirits>();
- //切换为双人计算蓝量方式
- PlayerController p1 = PlayersInput.instance[0];
- mpReplySpeed = mpReplySpeed_2Players;
- p1.mpReplySpeed = mpReplySpeed_2Players;
- totalMp = totalMp_2Players;
- p1.totalMp = totalMp_2Players;
- if (mp > totalMp)
- {
- mp = totalMp;
- }
- if (p1.mp > totalMp)
- {
- p1.mp = totalMp;
- }
- uiMp.Show(mp, totalMp);
- p1.uiMp.Show(p1.mp, totalMp);
- break;
- default:
- break;
- }
- skeletonMecanim.skeletonDataAsset = playerSpine[playerId];
- demonicDic = new Dictionary<int, List<Demonic>>();
- for (int i = 0; i < 3; i++)
- {
- demonicDic.Add(i, new List<Demonic>());
- }
- Init();
- spiritSystem = GameObject.Find("SpiritSystem").GetComponent<SpiritSystem>();
- }
- private void Update()
- {
- if (LBisHold)
- {
- isKeepBtnRush = true;
- }
- if (floatState != 0)
- {
- CharacterFloat();
- }
- /* //到时间自动解除变身
- if (endChange != 0)
- {
- pastChangeTime += Time.deltaTime;
- if (pastChangeTime >= changeTime)
- {
- EndTransfiguration(endChange);
- endChange = 0;
- pastChangeTime = 0;
- }
- }
- */
- //if (isTransfiguration)
- //{
- // bodyTrans.position = spiritObj.transform.position;
- //}
- if (isInvisible)
- {
- invisibleTime -= Time.deltaTime;
- if (invisibleTime <= 0)
- {
- isInvisible = false;
- ChangeMat(1);
- }
- }
- if (haveTransmit)
- {
- transmitTime -= Time.deltaTime;
- if (transmitTime <= 0)
- {
- haveTransmit = false;
- portalsController.rbs.Remove(rb);
- }
- }
- if (rightDir.x < -0.5 || rightDir.x > 0.5)
- {
- ChangeSpirit();
- }
- }
- void OnSprintingPress()
- {
- LBisHold = true;
- isClickBtnRush = true;
- isKeepBtnRush = true;
- }
- void OnSprintingRelease()
- {
- LBisHold = false;
- }
- //手柄按下LB
- [HideInInspector]
- public bool LBisHold;
- //读取手柄参数
- private void OnMove(InputValue value)
- {
- if (canMove)
- {
- leftDir = value.Get<Vector2>();
- }
- else
- {
- leftDir = Vector3.zero;
- }
- moveVec = value.Get<Vector2>();
- }
- void OnJump()
- {
- if (canJump && canMove)
- {
- isClickBtnJump = true;
- }
- }
- void OnSummon0()
- {
- if (!isFloat && canMove && nowConductButton == -1)
- {
- isClickBtnWest = true;
- nowConductButton = 0;
- conductTime = 0;
- }
- }
- void OnSummon0Up()
- {
- if (nowConductButton == 0)
- {
- isBtnWestUp = true;
- cacheConductId = nowConductButton;
- nowConductButton = -1;
- }
- }
- void OnSummon1()
- {
- if (!isFloat && canMove && nowConductButton == -1)
- {
- isClickBtnSouth = true;
- nowConductButton = 1;
- conductTime = 0;
- }
- }
- void OnSummon1Up()
- {
- if (nowConductButton == 1)
- {
- isBtnSouthUp = true;
- cacheConductId = nowConductButton;
- nowConductButton = -1;
- }
- }
- void OnSummon2()
- {
- if (!isFloat && canMove && nowConductButton == -1)
- {
- isClickBtnEast = true;
- nowConductButton = 2;
- conductTime = 0;
- }
- }
- void OnSummon2Up()
- {
- if (nowConductButton == 2)
- {
- isBtnEastUp = true;
- cacheConductId = nowConductButton;
- nowConductButton = -1;
- }
- }
- //选英灵 (手柄右扳机,键盘TAB)
- void OnChooseSpirit()
- {
- switch (playerId)
- {
- case 0:
- SpiritSystem.isP1CardChangeR = true;
- break;
- case 1:
- SpiritSystem.isP2CardChangeR = true;
- break;
- default:
- break;
- }
- }
- //选英灵(手柄右摇杆,小键盘左右)
- void OnChooseSpirit_LR(InputValue value)
- {
- rightDir = value.Get<Vector2>();
- }
- //召唤英灵
- void OnTransfigurate()
- {
- if (!keyTransfigurateRelease && !isFloat && canMove && !isBaseBtnOut)
- {
- isClickBtnTransfigurate = true;
- }
- }
- //松开变身英灵键
- void OnTransfigurateUp()
- {
- if (!isBaseBtnOut)
- {
- keyTransfigurateRelease = true;
- }
- }
- public void Jump()
- {
- SetUpSpeed(jumpSpeed);
- ani.Play("jump", 0, 0);
- }
- public void AirJump()
- {
- SetUpSpeed(airJumpSpeed);
- ani.Play("jump", 0, 0);
- }
- public void SetUpSpeed(float speed)
- {
- ChangeState(CharacterState.Rise);
- Vector3 velocity = rb.linearVelocity;
- CheckTurn();
- velocity.y = speed;
- rb.linearVelocity = velocity;
- //animalAni.SetInteger("state", (int)PlayerState.Rise);
- }
- public bool CheckSummon()
- {
- if (btnTransfiguratePress)
- {
- if (spirits.ultimateTimes[spirits.nowSpirit] > 0)
- {
- Summon((int)spirits.ownSpirits[spirits.nowSpirit] + 3);
- return true;
- }
- }
- if (isBtnEastUp || isBtnWestUp || isBtnSouthUp)
- {
- if (cacheSummonTime >= 0 && conductTime <= totalCacheSummonTime)
- {
- CheckTurn();
- if (!CheckCanSummon(cacheSummonId))
- {
- return false;
- }
- Summon(cacheSummonId);
- return true;
- }
- }
- if (state != CharacterState.Conduct && nowConductButton != -1 && conductTime >= 0)
- {
- CheckTurn();
- if (conductCanRelease[nowConductButton])
- {
- ChangeState(CharacterState.Conduct);
- return true;
- }
- }
- return false;
- }
- public bool CheckConduct()
- {
- if (isBtnEastUp || isBtnWestUp || isBtnSouthUp)
- {
- if (isReadyConduct)
- {
- Conduct();
- }
- isReadyConduct = false;
- return true;
- }
- if (!isReadyConduct && nowConductButton != -1)
- {
- if(conductTime >= totalCacheSummonTime + canConductTime[nowConductButton] * timeSlowingMultiplier)
- {
- isReadyConduct = true;
- }
- else if( conductTime >= totalCacheSummonTime + (canConductTime[nowConductButton] - readyTipFxTime) * timeSlowingMultiplier)
- {
- if (!conductReadyTip.isShowing)
- {
- Time.timeScale = timeSlowingMultiplier;
- conductReadyTip.Show();
- }
- }
- else
- {
- conductReadyTip.Init();
- }
- }
- return false;
- }
- private float TranSize(int dieNum)
- {
- for (int i = stageSize.Length - 1; i >= 0; i--)
- {
- if (dieNum >= giantDieNum[i])
- {
- if (i == stageSize.Length - 1)
- {
- return stageSize[i];
- }
- float size = stageSize[i] + (stageSize[i + 1] - stageSize[i]) / (giantDieNum[i + 1] - giantDieNum[i]) * (dieNum - giantDieNum[i]);
- return size;
- }
- }
- return 1;
- }
- public void Conduct()
- {
- int boostNum = demonicDic[cacheConductId].Count;
- int dienum = Mathf.RoundToInt(boostNum * conversionRate[cacheConductId]);
- if (boostNum == 1)
- {
- dienum = 1;
- }
- if (dienum > 0)
- {
- GameObject obj;
- List<int> dieId = new List<int>();
- List<Demonic> dieDemonic = new List<Demonic>();
- while(dieId.Count<dienum)
- {
- int id = UnityEngine.Random.Range(0, boostNum);
- if(!dieId.Exists(t=> t == id))
- {
- dieId.Add(id);
- dieDemonic.Add(demonicDic[cacheConductId][id]);
- }
- }
- foreach (Demonic d in dieDemonic)
- {
- d.ChangeState(CharacterState.Die);
- }
- switch (conductSkills[cacheConductId])
- {
- //胖子
- case ConductSkills.Giant:
- GameObject demonicObj = PoolManager.Instantiate(bigGiant[cacheConductId]);
- Demonic demonic = demonicObj.GetComponent<Demonic>();
- int tempthp = boostNum * temptHp;
- demonic.playerID = playerId;
- demonicObj.transform.parent = null;
- demonicObj.transform.localEulerAngles = Vector3.zero;
- demonicObj.transform.localScale = new Vector3(1, 1, 1) * TranSize(boostNum);
- Vector3 offset = demonicSummonPos[0] * 2;
- if (bodyTrans.localScale.x > 0)
- {
- demonicObj.transform.position = transform.position + offset;
- if (demonic.bodyTrans.localScale.x < 0)
- {
- demonic.Turn();
- }
- }
- else
- {
- demonicObj.transform.position = transform.position + new Vector3(-offset.x, offset.y, offset.z);
- if (demonic.bodyTrans.localScale.x > 0)
- {
- demonic.Turn();
- }
- }
- demonic.player = this;
- demonic.totalHp = (int)(TranSize(boostNum) * demonic.totalHp);
- demonic.Init();
- int order = demonic.baseSortingOrder + demonicDic[demonic.id].Count;
- demonic.SetSortingOrder(order);
- if (isInSoulTower)
- {
- ls.AddDenomic(demonic);
- }
- demonic.GetTemptHP(tempthp, temptTime);
- break;
- case ConductSkills.Photosphere:
- conductCanRelease[cacheConductId] = false;
- obj = Instantiate(photosphereObj, transform);
- obj.transform.position = transform.position + Vector3.up;
- Photosphere photosphere = obj.GetComponent<Photosphere>();
- photosphere.owner = this;
- photosphere.conductId = cacheConductId;
- photosphere.hp = boostNum * photosphereHp;
- break;
- case ConductSkills.AddAttack:
- //List<Demonic> newGiants = new List<Demonic>();
- //foreach (Demonic d in giants)
- //{
- // if (!d.isDie)
- // {
- // newGiants.Add(d);
- // if (d.addAttackEffect == null)
- // {
- // d.addAttackEffect = Instantiate(attackEffect, d.bodyTrans.position, new Quaternion(0, 0, 0, 0), d.bodyTrans);
- // }
- // d.addAttackEffect.transform.GetChild(0).gameObject.SetActive(true);
- // }
- //}
- //giants = newGiants;
- //foreach (Demonic d in giants)
- //{
- // int[] damages = d.curDamage;
- // for (int i = 0; i < damages.Length; i++)
- // {
- // damages[i] += giantNum * swordNum;
- // }
- //}
- break;
- //气功师
- case ConductSkills.Mountain:
- conductCanRelease[cacheConductId] = false;
- GameObject curMountain = Instantiate(mountain, null);
- curMountain.transform.position = transform.position + mountainOffset;
- Mountain MT = curMountain.GetComponent<Mountain>();
- MT.pc = this;
- MT.id = cacheConductId;
- MT.demonicNum = boostNum;
- break;
- case ConductSkills.WavePower:
- canMove = false;
- rb.constraints = RigidbodyConstraints.FreezeAll;
- rb.useGravity = false;
- conductCanRelease[cacheConductId] = false;
- obj = Instantiate(wavePowerObj, transform);
- obj.transform.position = transform.position + Vector3.up;
- WavePowerSkill wps = obj.GetComponent<WavePowerSkill>();
- wps.longFX = (int)bodyTrans.localScale.x;
- wps.damage = wavePowerDamage * boostNum;
- wps.cacheID = cacheConductId;
- wps.pc = this;
- break;
- case ConductSkills.SwordsControl:
- conductCanRelease[cacheConductId] = false;
- obj = Instantiate(flyingSwordsObj, transform);
- obj.transform.position = transform.position + Vector3.up;
- SwordsControl swordsControl = obj.GetComponentInChildren<SwordsControl>();
- swordsControl.owner = this;
- swordsControl.conductId = cacheConductId;
- swordsControl.damage = swordsDamage * boostNum;
- break;
- //弓箭手
- case ConductSkills.AngryBullet:
- conductCanRelease[cacheConductId] = false;
- obj = Instantiate(angryBulletObj);
- AngryBulletControl angryBulletControl = obj.GetComponent<AngryBulletControl>();
- angryBulletControl.playerController = this;
- angryBulletControl.cacheConductId = cacheConductId;
- angryBulletControl.maxNum = boostNum * angryBulletNum;
- break;
- case ConductSkills.FlyingSwords:
- obj = Instantiate(fanFlyingSwords);
- FanFlyingSwords FFS = obj.GetComponent<FanFlyingSwords>();
- FFS.owner = this;
- FFS.angleRange = flyingSwordsAngleRange;
- FFS.arrivalAngle = flyintSwordsArrivalAngle;
- FFS.swordsNum = boostNum * flyingSwordsNum;
- FFS.Biu();
- break;
- }
- }
- else
- {
- print("使魔不足");
- }
- }
- //角色处于可自由活动状态时的通用切换状态逻辑,如Idle、Run状态,以及别的状态结束时准备回到Idle状态前
- public bool CheckPlayerChangeState(CharacterState excludeState = CharacterState.None)
- {
- if (!foot.TrigGround)
- {
- //if(excludeState != CharacterState.Summon)
- //{
- // if (CheckSummon())
- // {
- // return true;
- // }
- //}
- if (excludeState != CharacterState.Summon || excludeState != CharacterState.Conduct)
- {
- if (CheckSummon())
- {
- return true;
- }
- }
- if ((btnRushPress || cacheRushTime > 0) && mp >= rushCostMp)
- {
- if (excludeState != CharacterState.Rush)
- {
- ChangeState(CharacterState.Rush);
- return true;
- }
- }
- if (rb.linearVelocity.y > 0)
- {
- if (excludeState != CharacterState.Rise)
- {
- ChangeState(CharacterState.Rise);
- return true;
- }
- }
- else
- {
- if (excludeState != CharacterState.Fall)
- {
- ChangeState(CharacterState.Fall);
- return true;
- }
- }
- }
- else
- {
- airJumped = 0;
- //if (btnNorthPress || cacheAttackTime > 0)
- //{
- // if (excludeState != CharacterState.Attack)
- // {
- // Attack1();
- // return true;
- // }
- //}
- if (eventTrigger.triggedRivet && (btnNorthPress || cachePullRopeTime > 0))
- {
- if (sprintLinkTrigger.linkedEnemy.Count > 0)
- {
- eventTrigger.triggedRivet.BindingRopes(sprintLinkTrigger.linkedEnemy);
- }
- //ChangeState(CharacterState.PullRope);
- }
- if (excludeState != CharacterState.Summon || excludeState != CharacterState.Conduct)
- {
- if (CheckSummon())
- {
- return true;
- }
- }
- if ((btnRushPress || cacheRushTime > 0) && mp >= rushCostMp)
- {
- if (excludeState != CharacterState.Rush)
- {
- ChangeState(CharacterState.Rush);
- return true;
- }
- }
- if (btnJumpPress || cacheJumpTime > 0)
- {
- if (excludeState != CharacterState.Rise)
- {
- Jump();
- ChangeState(CharacterState.Rise);
- return true;
- }
- }
- if (leftDir.y < -0.5)
- {
- Platform platform = foot.trigGroundList[0].GetComponent<Platform>();
- if (platform != null && platform.canDown)
- {
- foot.trigGroundList.Remove(platform.gameObject);
- }
- }
- if (canfly)
- {
- if (leftDir.x > 0.3f || leftDir.x < -0.3f || leftDir.y > 0.3f || leftDir.y < -0.3f)
- {
- if (excludeState != CharacterState.Run)
- {
- ChangeState(CharacterState.Run);
- return true;
- }
- }
- else
- {
- if (excludeState != CharacterState.Idle)
- {
- ChangeState(CharacterState.Idle);
- return true;
- }
- }
- }
- else
- {
- if (leftDir.x > 0.3f || leftDir.x < -0.3f)
- {
- if (excludeState != CharacterState.Run)
- {
- ChangeState(CharacterState.Run);
- return true;
- }
- }
- else
- {
- if (excludeState != CharacterState.Idle)
- {
- ChangeState(CharacterState.Idle);
- return true;
- }
- }
- }
- }
- return false;
- }
- public override Vector3 GetMoveDir()
- {
- return leftDir;
- }
- public void CachedPlayerInput()
- {
- if (btnRushPress)
- {
- cacheRushTime = totalCacheRushTime;
- }
- if (btnJumpPress)
- {
- cacheJumpTime = totalCacheJumpTime;
- }
- if (btnNorthPress)
- {
- cacheAttackTime = totalCacheAttackTime;
- }
- if (btnWestPress)
- {
- cacheSummonTime = totalCacheSummonTime;
- cacheSummonId = 0;
- }
- if (btnSouthPress)
- {
- cacheSummonTime = totalCacheSummonTime;
- cacheSummonId = 1;
- }
- if (btnEastPress)
- {
- cacheSummonTime = totalCacheSummonTime;
- cacheSummonId = 2;
- }
- //if (btnSpiritSummon)
- //{
- // cacheSummonTime = totalCacheSummonTime;
- // cacheSummonId = 3;
- //}
- //if (btnSpiritSummon1)
- //{
- // cacheSummonTime = totalCacheSummonTime;
- // cacheSummonId = 4;
- //}
- //if (btnSpiritSummon2)
- //{
- // cacheSummonTime = totalCacheSummonTime;
- // cacheSummonId = 5;
- //}
- //if (btnSpiritSummon3)
- //{
- // cacheSummonTime = totalCacheSummonTime;
- // cacheSummonId = 6;
- //}
- }
- public override void OnState()
- {
- base.OnState();
- cacheJumpTime -= Time.deltaTime;
- cacheAttackTime -= Time.deltaTime;
- cacheSummonTime -= Time.deltaTime;
- canJumpTime -= Time.deltaTime;
- invincibleTime -= Time.deltaTime;
- attackTime -= Time.deltaTime;
- summonTime -= Time.deltaTime;
- rushTime -= Time.deltaTime;
- cacheRushTime -= Time.deltaTime;
- dieKeepTime -= Time.deltaTime;
- weakTime -= Time.deltaTime;
- beRepelValue += Time.deltaTime;
- if (nowConductButton != -1)
- {
- conductTime += Time.deltaTime;
- }
- CachedPlayerInput();
- Vector3 velocity = rb.linearVelocity;
- switch (state)
- {
- case CharacterState.Idle:
- if (CheckPlayerChangeState(CharacterState.Idle))
- {
- break;
- }
- rb.linearVelocity = Vector3.right * velocityAddition;
- break;
- case CharacterState.Run:
- if (CheckPlayerChangeState(CharacterState.Run))
- {
- break;
- }
- CheckTurn();
- if (canfly)
- {
- rb.linearVelocity = leftDir.normalized * moveSpeed;
- }
- else
- {
- if (leftDir.x > 0.3f)
- {
- rb.linearVelocity = new Vector3(moveSpeed + velocityAddition, 0, 0);
- }
- else if (leftDir.x < -0.3f)
- {
- rb.linearVelocity = new Vector3(-moveSpeed + velocityAddition, 0, 0);
- }
- }
- break;
- case CharacterState.Rise:
- if (CheckSummon())
- {
- break;
- }
- if ((btnRushPress || cacheRushTime > 0) && mp >= rushCostMp)
- {
- ChangeState(CharacterState.Rush);
- break;
- }
- if (btnJumpPress || cacheJumpTime > 0)
- {
- if (airJumped < airJumpNumber && rb.linearVelocity.y < canAirJumpSpeed)
- {
- airJumped++;
- AirJump();
- break;
- }
- }
- rb.linearVelocity = AirMove(rb.linearVelocity);
- if (rb.linearVelocity.y <= 0)
- {
- ChangeState(CharacterState.Fall);
- break;
- }
- break;
- case CharacterState.Fall:
- if (CheckSummon())
- {
- break;
- }
- if ((btnRushPress || cacheRushTime > 0) && mp >= rushCostMp)
- {
- ChangeState(CharacterState.Rush);
- break;
- }
- if (foot.TrigGround)
- {
- if (CheckPlayerChangeState())
- {
- 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 (canJumpTime > 0)
- {
- Jump();
- break;
- }
- else
- {
- if (airJumped < airJumpNumber)
- {
- airJumped++;
- AirJump();
- break;
- }
- }
- }
- rb.linearVelocity = AirMove(rb.linearVelocity);
- break;
- //case CharacterState.Hurt:
- // if (hurtKeepTime <= 0 && rb.linearVelocity.magnitude < hurtChangeVelocity)
- // {
- // if (CheckPlayerChangeState())
- // {
- // break;
- // }
- // }
- // Vector3 vel = rb.linearVelocity;
- // if (!foot.TrigGround)
- // {
- // if (canfly)
- // {
- // vel.y = vel.y * (1 - decelerationRatio * Time.deltaTime);
- // }
- // else
- // {
- // vel += Vector3.up * extraFallGravity * Time.deltaTime;
- // }
- // }
- // vel.x = vel.x * (1 - decelerationRatio * Time.deltaTime);
- // rb.linearVelocity = vel;
- // CachedPlayerInput();
- // break;
- case CharacterState.Coma:
- break;
- case CharacterState.Attack:
- if (attackTime <= 0)
- {
- if (btnNorthKeep)
- {
- ChangeState(CharacterState.KeepAttack);
- break;
- }
- if (CheckPlayerChangeState())
- {
- break;
- }
- }
- break;
- case CharacterState.KeepAttack:
- if ((btnRushPress) && mp >= rushCostMp)
- {
- ChangeState(CharacterState.Rush);
- break;
- }
- if (btnJumpPress && canJumpTime > 0)
- {
- Jump();
- break;
- }
- if (!btnNorthKeep)
- {
- if (CheckPlayerChangeState(CharacterState.Attack))
- {
- break;
- }
- }
- switch (attackState)
- {
- case PlayerAttackState.Idle:
- if (bodyTrans.localScale.x > 0)
- {
- if (leftDir.x > 0.3f)
- {
- SetAttackState(PlayerAttackState.WalkBack);
- velocity.x = attackMoveSpeed;
- rb.linearVelocity = velocity;
- break;
- }
- else if (leftDir.x < -0.3f)
- {
- SetAttackState(PlayerAttackState.WalkForward);
- velocity.x = -attackMoveSpeed;
- rb.linearVelocity = velocity;
- break;
- }
- }
- else
- {
- if (leftDir.x > 0.3f)
- {
- SetAttackState(PlayerAttackState.WalkForward);
- velocity.x = attackMoveSpeed;
- rb.linearVelocity = velocity;
- break;
- }
- else if (leftDir.x < -0.3f)
- {
- SetAttackState(PlayerAttackState.WalkBack);
- velocity.x = -attackMoveSpeed;
- rb.linearVelocity = velocity;
- break;
- }
- }
- velocity.x = 0;
- rb.linearVelocity = velocity;
- break;
- case PlayerAttackState.WalkForward:
- if (bodyTrans.localScale.x > 0)
- {
- if (leftDir.x > 0.3f)
- {
- SetAttackState(PlayerAttackState.WalkBack);
- velocity.x = attackMoveSpeed;
- rb.linearVelocity = velocity;
- break;
- }
- else if (leftDir.x > -0.3f && leftDir.x < 0.3f)
- {
- SetAttackState(PlayerAttackState.Idle);
- velocity.x = 0;
- rb.linearVelocity = velocity;
- break;
- }
- else
- {
- velocity.x = -attackMoveSpeed;
- rb.linearVelocity = velocity;
- }
- }
- else
- {
- if (leftDir.x < -0.3f)
- {
- SetAttackState(PlayerAttackState.WalkBack);
- velocity.x = -attackMoveSpeed;
- rb.linearVelocity = velocity;
- break;
- }
- else if (leftDir.x > -0.3f && leftDir.x < 0.3f)
- {
- SetAttackState(PlayerAttackState.Idle);
- velocity.x = 0;
- rb.linearVelocity = velocity;
- break;
- }
- else
- {
- velocity.x = attackMoveSpeed;
- rb.linearVelocity = velocity;
- }
- }
- break;
- case PlayerAttackState.WalkBack:
- if (bodyTrans.localScale.x > 0)
- {
- if (leftDir.x < -0.3f)
- {
- SetAttackState(PlayerAttackState.WalkForward);
- velocity.x = -attackMoveSpeed;
- rb.linearVelocity = velocity;
- break;
- }
- else if (leftDir.x > -0.3f && leftDir.x < 0.3f)
- {
- SetAttackState(PlayerAttackState.Idle);
- velocity.x = 0;
- rb.linearVelocity = velocity;
- break;
- }
- else
- {
- velocity.x = attackMoveSpeed;
- rb.linearVelocity = velocity;
- }
- }
- else
- {
- if (leftDir.x > 0.3f)
- {
- SetAttackState(PlayerAttackState.WalkForward);
- velocity.x = attackMoveSpeed;
- rb.linearVelocity = velocity;
- break;
- }
- else if (leftDir.x > -0.3f && leftDir.x > 0.3f)
- {
- SetAttackState(PlayerAttackState.Idle);
- velocity.x = 0;
- rb.linearVelocity = velocity;
- break;
- }
- else
- {
- velocity.x = -attackMoveSpeed;
- rb.linearVelocity = velocity;
- }
- }
- break;
- default:
- break;
- }
- break;
- case CharacterState.Summon:
- if (summonTime <= 0 || btnTransfiguratePress)
- {
- if (CheckPlayerChangeState())
- {
- break;
- }
- }
- rb.linearVelocity = Vector3.right * velocityAddition;
- if (leftDir.x > 0.3f || leftDir.x < -0.3f)
- {
- cacheDir = leftDir.x;
- }
- break;
- case CharacterState.Rush:
- if (rushTime <= 0)
- {
- if (btnRushKeep)
- {
- ChangeState(CharacterState.Sprint);
- break;
- }
- if (CheckPlayerChangeState())
- {
- break;
- }
- }
- //if (leftDir.magnitude < 0.3f)
- //{
- // if (bodyTrans.localScale.x > 0)
- // {
- // rushDir = Vector3.left;
- // }
- // else
- // {
- // rushDir = Vector3.right;
- // }
- //}
- //else
- //{
- // rushDir = leftDir.normalized;
- //}
- rb.linearVelocity = rushDir * rushSpeed;
- break;
- case CharacterState.Sprint:
- if (!btnRushKeep)
- {
- if (CheckPlayerChangeState(CharacterState.Rush))
- {
- break;
- }
- }
- if (mp < sprintCostMp * Time.deltaTime)
- {
- if (CheckPlayerChangeState(CharacterState.Rush))
- {
- break;
- }
- }
- mp -= sprintCostMp * Time.deltaTime;
- uiMp.Show(mp, totalMp);
- //CheckTurn();
- //if (leftDir.magnitude < 0.3f)
- //{
- // if (bodyTrans.localScale.x > 0)
- // {
- // rushDir = Vector3.left;
- // }
- // else
- // {
- // rushDir = Vector3.right;
- // }
- //}
- //else
- //{
- // rushDir = leftDir.normalized;
- //}
- rb.linearVelocity = rushDir * rushSpeed;
- break;
- case CharacterState.Die:
- if (dieKeepTime <= 0)
- {
- if (isRevive)
- {
- reviveTime += Time.deltaTime;
- if (reviveTime >= totalReviveTime)
- {
- PlayerRevive();
- }
- }
- else
- {
- PlayerDie();
- }
- }
- break;
- case CharacterState.Weak:
- if (rb.linearVelocity.magnitude > 1)
- {
- if (ani.GetCurrentAnimatorClipInfo(0)[0].clip.name != "hitted")
- {
- ani.Play("hitted", 0, 0);
- aniCollider.Play("Hurt", 0, 0);
- }
- Vector3 vel = rb.linearVelocity;
- 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.linearVelocity = vel;
- }
- else
- {
- if (ani.GetCurrentAnimatorClipInfo(0)[0].clip.name != "weak")
- {
- ani.Play("weak", 0, 0);
- aniCollider.Play("Weak", 0, 0);
- rb.linearVelocity = Vector3.zero;
- weakTime = totalWeakTime;
- }
- rb.linearVelocity = new Vector3(velocityAddition, rb.linearVelocity.y, 0);
- }
- if (weakTime <= 0)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- break;
- case CharacterState.PullRope:
- break;
- case CharacterState.Conduct:
- if (CheckSummon())
- {
- break;
- }
- if (CheckConduct())
- {
- ChangeState(CharacterState.Idle);
- }
- break;
- default:
- break;
- }
- if (!foot.TrigGround && !canfly)
- {
- if (rb.linearVelocity.y > 0)
- {
- rb.linearVelocity += Vector3.up * extraRiseGravity * Time.deltaTime;
- }
- else
- {
- rb.linearVelocity += Vector3.up * extraFallGravity * Time.deltaTime;
- }
- }
- isClickBtnRush = false;
- isKeepBtnRush = false;
- isClickBtnJump = false;
- isClickBtnSouth = false;
- isClickBtnEast = false;
- isClickBtnNorth = false;
- isClickBtnWest = false;
- isBtnSouthUp = false;
- isBtnEastUp = false;
- isBtnNorthUp = false;
- isBtnWestUp = false;
- isSpiritSummon = false;
- isSpiritSummon1 = false;
- isSpiritSummon2 = false;
- isSpiritSummon3 = false;
- isClickBtnTransfigurate = false;
- keyTransfigurateRelease = false;
- if (foot.TrigGround)
- {
- canJumpTime = leaveGroundCanJumpTime;
- }
- SearchTarget();
- attackTarget = targetCharacter;
- if (isMpRepel && floatState == 0)
- {
- if (mp < totalMp)
- {
- if (!isRapedReply)
- {
- mp += mpReplySpeed * Time.deltaTime;
- }
- else
- {
- mp += rapidReplySpeed * Time.deltaTime;
- }
- }
- }
- if (floatState != 0)
- {
- if (mp > 0)
- {
- lostMp += mpReplySpeed * Time.deltaTime;
- mp -= mpReplySpeed * Time.deltaTime;
- }
- if (lostMp >= addMp)
- {
- Instantiate(soul, transform.position, new Quaternion(0, 0, 0, 0), null);
- lostMp = 0;
- }
- }
- if (mp > totalMp)
- {
- mp = totalMp;
- }
- if (mp < 0)
- {
- mp = 0;
- }
- uiMp.Show(mp, totalMp);
- }
- public void PlayerDie()
- {
- switch (playerId)
- {
- case 0:
- SpiritSystem.isP1In = true;
- SpiritSystem.isP1Out = false;
- break;
- case 1:
- SpiritSystem.isP2In = true;
- SpiritSystem.isP2Out = false;
- break;
- default:
- break;
- }
- foot.trigGroundList.Clear();
- bodyTrans.gameObject.SetActive(false);
- uiHp.transform.parent.gameObject.SetActive(false);
- rb.constraints = RigidbodyConstraints.FreezeAll;
- isRevive = true;
- reviveTime = 0;
- }
- public void PlayerRevive()
- {
- isRevive = false;
- isBaseBtnOut = false;
- bodyTrans.gameObject.SetActive(true);
- uiHp.transform.parent.gameObject.SetActive(true);
- rb.constraints = RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotation;
- transform.position = new Vector3(142 + 4 * playerId, 0, 0);
- switch (playerId)
- {
- case 0:
- SpiritSystem.isP1In = false;
- SpiritSystem.isP1Out = true;
- SpiritSystem.player1 = gameObject;
- SpiritSystem.p1Spirits = GetComponent<Spirits>();
- break;
- case 1:
- SpiritSystem.isP2In = false;
- SpiritSystem.isP2Out = true;
- SpiritSystem.player2 = gameObject;
- SpiritSystem.p2Spirits = GetComponent<Spirits>();
- break;
- default:
- break;
- }
- Init();
- }
- public void RapidReplyMp()
- {
- isRapedReply = true;
- rapidReplyEffect.SetActive(true);
- }
- public void NormalReplyMp()
- {
- isRapedReply = false;
- rapidReplyEffect.SetActive(false);
- }
- public override void ChangeState(CharacterState newState)
- {
- if (state == newState)
- {
- return;
- }
- if (newState == CharacterState.Weak)
- {
- return;
- }
- Vector3 velocity = rb.linearVelocity;
- switch (state)
- {
- case CharacterState.Idle:
- break;
- case CharacterState.Run:
- velocity.x = 0;
- break;
- case CharacterState.Rise:
- bodyCollider.SetActive(true);
- break;
- case CharacterState.Fall:
- break;
- //case CharacterState.Hurt:
- // break;
- case CharacterState.Coma:
- canMove = true;
- break;
- case CharacterState.Attack:
- aniCollider.Play("NotAttack", 1, 0);
- break;
- case CharacterState.KeepAttack:
- aniCollider.Play("NotAttack", 1, 0);
- break;
- case CharacterState.Summon:
- rb.isKinematic = false;
- if (cacheDir != 0)
- {
- if (cacheDir > 0.3f && bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- else if (cacheDir < -0.3f && bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- cacheDir = 0;
- }
- break;
- case CharacterState.Transfiguration:
- rb.isKinematic = false;
- break;
- case CharacterState.Rush:
- velocity = Vector3.zero;
- break;
- case CharacterState.Sprint:
- velocity = Vector3.zero;
- break;
- case CharacterState.Die:
- if (isRevive)
- {
- return;
- }
- isDie = false;
- break;
- case CharacterState.Weak:
- beRepelValue = totalBeRepelValue;
- break;
- case CharacterState.Conduct:
- rb.isKinematic = false;
- Time.timeScale = 1;
- break;
- default:
- break;
- }
- CharacterState oldState = state;
- state = newState;
- switch (newState)
- {
- case CharacterState.Idle:
- aniCollider.Play("Idle", 0, 0);
- if (oldState == CharacterState.Fall)
- {
- ani.Play("fall_end", 0, 0);
- }
- else
- {
- ani.Play("idle", 0, 0);
- }
- velocity = Vector3.right * velocityAddition;
- //animalAni.SetInteger("state", (int)PlayerState.Idle);
- break;
- case CharacterState.Run:
- aniCollider.Play("Run", 0, 0);
- ani.Play("run_start", 0, 0);
- //animalAni.SetInteger("state", (int)PlayerState.Walk);
- break;
- case CharacterState.Rise:
- aniCollider.Play("Rise", 0, 0);
- canJumpTime = 0;
- break;
- case CharacterState.Fall:
- aniCollider.Play("Fall", 0, 0);
- ani.Play("fall", 0, 0);
- //animalAni.SetInteger("state", (int)PlayerState.Fall);
- break;
- //case CharacterState.Hurt:
- // aniCollider.Play("Hurt", 0, 0);
- // ani.Play("hitted", 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);
- rb.linearVelocity = Vector3.zero;
- break;
- case CharacterState.Attack:
- attackTime = totalAttack1Time;
- break;
- case CharacterState.KeepAttack:
- aniCollider.Play("Attack1Keep", 1, 0);
- break;
- case CharacterState.Summon:
- aniCollider.Play("Summon", 0, 0);
- ani.Play("summon", 0, 0);
- velocity = Vector3.right * velocityAddition;
- rb.isKinematic = true;
- cacheDir = 0;
- break;
- case CharacterState.Transfiguration:
- aniCollider.Play("Transfiguration", 0, 0);
- ani.Play("transfiguration", 0, 0);
- velocity = Vector3.zero;
- rb.isKinematic = true;
- break;
- case CharacterState.Rush:
- aniCollider.Play("Rush", 0, 0);
- ani.Play("rush_loop", 0, 0);
- rushTime = totalRushTime;
- invincibleTime = rushInvincibleTime;
- //if (leftDir.magnitude < 0.3f)
- //{
- // if (bodyTrans.localScale.x > 0)
- // {
- // rushDir = Vector3.left;
- // }
- // else
- // {
- // rushDir = Vector3.right;
- // }
- //}
- //else
- //{
- // rushDir = leftDir.normalized;
- //}
- if (bodyTrans.localScale.x > 0)
- {
- rushDir = Vector3.left;
- }
- else
- {
- rushDir = Vector3.right;
- }
- velocity = rushDir * rushSpeed;
- mp -= rushCostMp;
- uiMp.Show(mp, totalMp);
- break;
- case CharacterState.Sprint:
- aniCollider.Play("Sprint", 0, 0);
- ani.Play("rush_loop", 0, 0);
- velocity = rushDir * rushSpeed;
- break;
- case CharacterState.Die:
- aniCollider.Play("Die", 0, 0);
- ani.Play("die", 0, 0);
- isDie = true;
- dieKeepTime = totalDieKeepTime;
- break;
- case CharacterState.Weak:
- weakTime = totalWeakTime;
- //hurtKeepTime = minHurtKeepTime;
- break;
- case CharacterState.Conduct:
- rb.linearVelocity = Vector3.zero;
- rb.isKinematic = true;
- aniCollider.Play("Summon", 0, 0);
- ani.Play("summon", 0, 0);
- break;
- default:
- break;
- }
- rb.linearVelocity = velocity;
- }
- public void CheckTurn()
- {
- if (leftDir.x > 0.3f && bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- else if (leftDir.x < -0.3f && bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- public Vector3 AirMove(Vector3 velocity)
- {
- CheckTurn();
- if (canfly)
- {
- velocity = leftDir.normalized * flySpeed;
- if (transform.position.y > maxFlyHeight && velocity.y > 0)
- {
- velocity.y = 0;
- }
- }
- else
- {
- if (leftDir.x > 0.3f)
- {
- velocity = new Vector3(moveSpeed, velocity.y, velocity.z);
- }
- else if (leftDir.x < -0.3f)
- {
- velocity = new Vector3(-moveSpeed, velocity.y, velocity.z);
- }
- else
- {
- velocity = new Vector3(0, velocity.y, velocity.z);
- }
- }
- return velocity;
- }
- public void Transfiguration(int id) //变身
- {
- id = id - 3;
- if (id >= changePrefabs.Count)
- {
- Debug.LogError("未配置" + id + "号变身");
- return;
- }
- GameObject prefab = changePrefabs[id];
- ChangeState(CharacterState.Transfiguration);
- summonTime = prefab.GetComponent<Demonic>().totalSummonTime;
- bodyTrans.gameObject.SetActive(false);
- foot.trigGroundList.Clear();
- spiritObj = PoolManager.Instantiate(prefab);
- Demonic dem = spiritObj.GetComponent<Demonic>();
- dem.id = id;
- dem.playerID = playerId;
- spiritObj.transform.parent = transform;
- spiritObj.transform.localEulerAngles = Vector3.zero;
- spiritObj.transform.localScale = new Vector3(1, 1, 1);
- if (bodyTrans.localScale.x > 0)
- {
- spiritObj.transform.position = transform.position;
- if (dem.bodyTrans.localScale.x < 0)
- {
- dem.Turn();
- }
- }
- else
- {
- spiritObj.transform.position = transform.position;
- if (dem.bodyTrans.localScale.x > 0)
- {
- dem.Turn();
- }
- }
- mecanim = dem.mecanim;
- ani = dem.ani;
- aniCollider = dem.aniCollider;
- bodyTrans = dem.bodyTrans;
- beSearchTrigger = dem.beSearchTrigger;
- bulletPrefab = dem.bulletPrefab;
- searchTrigger = dem.searchTrigger;
- foot = dem.foot;
- spinee = dem.spinee;
- mesh = dem.mesh;
- mats = dem.mats;
- soulCollector = dem.soulCollector;
- outlineMats = dem.outlineMats;
- if (dem.canFly)
- {
- canfly = true;
- canJump = false;
- rb.useGravity = false;
- }
- /* 法师出场释放浮空场
- if (id == 3)
- {
- if ((int)spirits.currentSpirit == 0)
- {
- if (!spiritObj.GetComponent<Demonic>().hasEffect)
- {
- spiritObj.GetComponent<Demonic>().hasEffect = true;
- Instantiate(spirits.floatEffect, spiritObj.transform.position, new Quaternion(0, 0, 0, 0), spiritObj.transform);
- }
- }
- }
- */
- endChange = id + 3;
- curHp = hp;
- curTotalHp = totalHp;
- uiHp.Show(hp, totalHp);
- ChangeState(CharacterState.Idle);
- }
- public void Summon(int id)
- {
- if (id >= demonicPrefabs.Count)
- {
- Debug.LogError("未配置" + id + "号使魔");
- return;
- }
- if (id >= demonicSummonPos.Count)
- {
- Debug.LogError("未配置" + id + "号使魔召唤位置");
- return;
- }
- GameObject prefab;
- if (id == 1)
- {
- prefab = chooseYinYang.SelectPrefab(playerId);
- }
- else
- {
- prefab = demonicPrefabs[id];
- }
- if (!CheckCanSummon(id))
- {
- return;
- }
- ChangeState(CharacterState.Summon);
- summonTime = prefab.GetComponent<Demonic>().totalSummonTime;
- float costMp = prefab.GetComponent<Demonic>().costMp;
- mp -= costMp;
- uiMp.Show(mp, totalMp);
- GameObject demonicObj = PoolManager.Instantiate(prefab);
- Demonic demonic = demonicObj.GetComponent<Demonic>();
- demonic.id = id;
- demonic.playerID = playerId;
- if (!demonicDic.ContainsKey(id))
- {
- demonicDic.Add(id, new List<Demonic>());
- }
- demonicDic[id].Add(demonic);
- demonicObj.transform.parent = null;
- demonicObj.transform.localEulerAngles = Vector3.zero;
- demonicObj.transform.localScale = new Vector3(1, 1, 1);
- Vector3 offset = demonicSummonPos[id];
- if (bodyTrans.localScale.x > 0)
- {
- demonicObj.transform.position = transform.position + offset;
- if (demonic.bodyTrans.localScale.x < 0)
- {
- demonic.Turn();
- }
- }
- else
- {
- demonicObj.transform.position = transform.position + new Vector3(-offset.x, offset.y, offset.z);
- if (demonic.bodyTrans.localScale.x > 0)
- {
- demonic.Turn();
- }
- }
- if (demonic.canFly)
- {
- demonic.flyHeight = demonic.transform.position.y;
- }
- demonic.player = this;
- demonic.Init();
- int order = prefab.GetComponent<Demonic>().baseSortingOrder + demonicDic[demonic.id].Count;
- demonic.SetSortingOrder(order);
- if (id != 4)
- {
- demonic.Attack1();
- }
- //id 3~6 为四个英灵
- if (id >= 3 && id <= 6)
- {
- spirits.ultimateTimes[spirits.nowSpirit] -= 1;
- }
- spiritSystem.RefreshPlayerUI();
- if (isInSoulTower)
- {
- ls.AddDenomic(demonic);
- }
- }
- public void OnDemonicRecycle(Demonic demonic)
- {
- if (!demonicDic.ContainsKey(demonic.id))
- {
- return;
- }
- demonicDic[demonic.id].Remove(demonic);
- for (int i = 0; i < demonicDic[demonic.id].Count; i++)
- {
- int order = demonicDic[demonic.id][i].baseSortingOrder + i;
- demonicDic[demonic.id][i].SetSortingOrder(order);
- }
- }
- public bool CheckCanSummon(int id)
- {
- GameObject prefab;
- if (id == 1)
- {
- prefab = chooseYinYang.SelectPrefab(playerId);
- }
- else
- {
- prefab = demonicPrefabs[id];
- }
- float costMp = prefab.GetComponent<Demonic>().costMp;
- if (mp < costMp)
- {
- Debug.Log("mp不足召唤失败, 还得加个动画或者音效啥的");
- return false;
- }
- return true;
- }
- public override void Attack1()
- {
- base.Attack1();
- if (leftDir.x > 0.3f)
- {
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- SetAttackState(PlayerAttackState.WalkForward);
- }
- else if (leftDir.x < -0.3f)
- {
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- SetAttackState(PlayerAttackState.WalkForward);
- }
- else
- {
- SetAttackState(PlayerAttackState.Idle);
- }
- }
- public void SetAttackState(PlayerAttackState value)
- {
- attackState = value;
- ani.SetInteger("attackState", (int)value);
- aniCollider.Play("Attack1Keep", 1, 0);
- }
- public void SearchTarget()
- {
- targetCharacter = searchTrigger.GetMinDisTarget(targetTypes, canHitFly);
- }
- public void ChangeSpirit()
- {
- if ((playerId == 0 && SpiritSystem.canP1CardChange) || (playerId == 1 && SpiritSystem.canP2CardChange))
- {
- if (rightDir.x >= 0.5)
- {
- switch (playerId)
- {
- case 0:
- SpiritSystem.P1CardChangeTime = 0;
- SpiritSystem.canP1CardChange = false;
- SpiritSystem.isP1CardChangeR = true;
- break;
- case 1:
- SpiritSystem.P2CardChangeTime = 0;
- SpiritSystem.canP2CardChange = false;
- SpiritSystem.isP2CardChangeR = true;
- break;
- default:
- break;
- }
- }
- else if (rightDir.x <= -0.5)
- {
- switch (playerId)
- {
- case 0:
- SpiritSystem.P1CardChangeTime = 0;
- SpiritSystem.canP1CardChange = false;
- SpiritSystem.isP1CardChangeL = true;
- break;
- case 1:
- SpiritSystem.P2CardChangeTime = 0;
- SpiritSystem.canP2CardChange = false;
- SpiritSystem.isP2CardChangeL = true;
- break;
- default:
- break;
- }
- }
- }
- }
- }
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