HairSprint.cs 5.7 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using Sirenix.OdinInspector;
  5. using System.Linq;
  6. public class HairSprint : MonoBehaviour
  7. {
  8. public enum HairState
  9. {
  10. none,
  11. SearchAim,
  12. Chua,
  13. }
  14. [DisplayOnly]
  15. public HairState hairState;
  16. [LabelText("总攻击次数")]
  17. public int attackTime;
  18. private int curTime;
  19. [LabelText("伤害值")]
  20. public int damage;
  21. [LabelText("头发预制体")]
  22. public GameObject hairPre;
  23. [LabelText("预警预制体")]
  24. public GameObject warningPre;
  25. private GameObject[] hairIns = new GameObject[7];
  26. private GameObject[] warningIns = new GameObject[7];
  27. //生成到第几根头发了
  28. private int curHairID;
  29. //动画
  30. private Animator ani;
  31. [DisplayOnly]
  32. [LabelText("目标坐标")]
  33. public Vector3[] aims;
  34. private bool hasFoundAllAims;
  35. [HideInInspector]
  36. public WaterSprite ws;
  37. [DisplayOnly]
  38. public Character[] aimChas;
  39. [Header("动画时长")]
  40. [LabelText("预警时长")]
  41. public float warningTime;
  42. [LabelText("存在时长")]
  43. public float existTime;
  44. private float pastTime;
  45. [LabelText("找目标时长")]
  46. public float searchTime;
  47. [LabelText("单个攻击动画时长")]
  48. public float singleChuaTime;
  49. public void Release()
  50. {
  51. gameObject.SetActive(true);
  52. curHairID = 0;
  53. ChangeHairState(HairState.SearchAim);
  54. }
  55. private void ChangeHairState(HairState hs)
  56. {
  57. if (hairState == hs)
  58. {
  59. return;
  60. }
  61. hairState = hs;
  62. switch (hs)
  63. {
  64. case HairState.SearchAim:
  65. aimChas = new Character[attackTime];
  66. GetAims();
  67. break;
  68. case HairState.Chua:
  69. curTime = 0;
  70. for(int i = 0; i < 7; i++)
  71. {
  72. if (hairIns[i] == null)
  73. {
  74. //预警实例生成
  75. warningIns[i] = Instantiate(warningPre);
  76. warningIns[i].SetActive(false);
  77. //头发实例生成
  78. hairIns[i] = Instantiate(hairPre);
  79. hairIns[i].SetActive(false);
  80. SingleHairAttack sha = hairIns[i].GetComponent<SingleHairAttack>();
  81. sha.existTime = existTime;
  82. sha.attackTime = attackTime;
  83. sha.damage = damage;
  84. }
  85. }
  86. Chua(0);
  87. break;
  88. }
  89. }
  90. private void GetAims()
  91. {
  92. aims = new Vector3[7];
  93. List<Character> aimCharacters = new List<Character>(7);
  94. aimCharacters = ws.searchTrigger.GetAllTargets(ws.attackController.targetTypes, true);
  95. bool hasAimedPlayer = false;
  96. var sortedObjects = aimCharacters.OrderBy(obj => Vector3.Distance(transform.position, obj.transform.position)).ToArray();
  97. if (sortedObjects.Length > attackTime)
  98. {
  99. for(int i = 0; i < attackTime - 1; i++)
  100. {
  101. aimChas[i] = sortedObjects[i];
  102. if (sortedObjects[i].gameObject.layer == 6)
  103. {
  104. hasAimedPlayer = true;
  105. }
  106. aims[i] = sortedObjects[i].bodyTrans.position;
  107. }
  108. if (hasAimedPlayer)
  109. {
  110. aims[attackTime - 1] = sortedObjects[attackTime - 1].bodyTrans.position;
  111. }
  112. else
  113. {
  114. aims[attackTime - 1] = PlayersInput.instance[0].bodyTrans.position;
  115. }
  116. }
  117. else
  118. {
  119. int id = 0;
  120. foreach(Character c in aimCharacters)
  121. {
  122. aims[id] = c.bodyTrans.position;
  123. id++;
  124. }
  125. Vector3 v = PlayersInput.instance[0].bodyTrans.position;
  126. for(int i = id; i < attackTime; i++)
  127. {
  128. aims[i] = v;
  129. }
  130. }
  131. hasFoundAllAims = true;
  132. }
  133. private void Chua(int id)
  134. {
  135. Debug.Log(id);
  136. //警示线出现
  137. warningIns[id].transform.position = aims[id];
  138. float ro = Random.Range(0, 360);
  139. warningIns[id].transform.localEulerAngles = new Vector3(0, 0, ro);
  140. warningIns[id].SetActive(true);
  141. //头发出来
  142. Invoke("HairOut", warningTime);
  143. }
  144. private void HairOut()
  145. {
  146. int id = curHairID;
  147. hairIns[id].transform.position = aims[id];
  148. hairIns[id].transform.localEulerAngles = warningIns[id].transform.localEulerAngles;
  149. hairIns[id].SetActive(true);
  150. warningIns[id].SetActive(false);
  151. print(id);
  152. curHairID++;
  153. }
  154. private void OnHairState()
  155. {
  156. pastTime += Time.deltaTime;
  157. switch (hairState)
  158. {
  159. case HairState.SearchAim:
  160. if (pastTime >= searchTime && hasFoundAllAims)
  161. {
  162. pastTime = 0;
  163. ChangeHairState(HairState.Chua);
  164. }
  165. break;
  166. case HairState.Chua:
  167. if (curTime < attackTime)
  168. {
  169. pastTime += Time.deltaTime;
  170. if (pastTime >= singleChuaTime)
  171. {
  172. pastTime = 0;
  173. curTime++;
  174. if (curTime != attackTime)
  175. {
  176. Chua(curTime);
  177. }
  178. }
  179. }
  180. else
  181. {
  182. ChangeHairState(HairState.none);
  183. gameObject.SetActive(false);
  184. }
  185. break;
  186. }
  187. }
  188. private void Update()
  189. {
  190. OnHairState();
  191. }
  192. }