Enemy.cs 32 KB

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  1. using Spine.Unity;
  2. using Spine;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. using Base.Common;
  7. using UnityEditor.SceneManagement;
  8. public enum TargetType
  9. {
  10. None = 0,
  11. Demonic = 1,
  12. Tower = 2,
  13. Player = 3,
  14. Enemy = 4,
  15. EnemyTower = 5,
  16. }
  17. public enum SearchState
  18. {
  19. NoTarget = 0,//搜索范围内没有目标
  20. InSearchScope = 1,//在搜索范围内发现目标,但不在攻击范围内
  21. InAttackScope = 2,//目标在攻击范围内
  22. }
  23. public class Enemy : MoveCharacter
  24. {
  25. public int id;
  26. public float jumpSpeed = 10;
  27. public SearchState searchState;
  28. public float attackDistance;
  29. public float maxAttackDis, minAttackDis;
  30. public bool needToChange;
  31. public bool canFly = false;
  32. public float flyHeight;
  33. public float flyUpSpeed = 10;
  34. public float attackRatio;
  35. public float maxMoveSpeed, minMoveSpeed;
  36. public float runSpeed;
  37. public int dropSoul = 1;
  38. public GameObject soulPrefab;
  39. public float soulStartSpeed = 5f;
  40. public float dropSoulAngle = 60f;
  41. [HideInInspector]
  42. public bool noOnSearchState;
  43. [HideInInspector]
  44. public bool isFindingPlayer;
  45. [HideInInspector]
  46. public bool isFindPlayer;
  47. public float hateDistance;
  48. [HideInInspector]
  49. public float distance;
  50. [HideInInspector]
  51. public Vector3 rushEndPos;
  52. public GameObject aimEffect;
  53. public float aimDistance;
  54. public float rushTime;
  55. public float rushSpeed;
  56. [HideInInspector]
  57. public float time;
  58. public float readyCD;
  59. public DashEffect dashEffect;
  60. [HideInInspector]
  61. public Vector3 targetDir;
  62. public bool haveDownRush; //冲刺结束后是否可以接落地斩
  63. public bool rushHaveAttack; //冲刺是否带伤害
  64. public float downRushTime;
  65. public float finishRushTime;
  66. public bool isBack = false; //往反方向走
  67. private void Awake()
  68. {
  69. }
  70. private void Start()
  71. {
  72. if (needToChange)
  73. {
  74. attackDistance = Random.Range(minAttackDis, maxAttackDis);
  75. }
  76. }
  77. public void OnDisable()
  78. {
  79. EnemyCreater.instance.OnEnemyRecycle(this);
  80. }
  81. public override void Init()
  82. {
  83. base.Init();
  84. moveSpeed = Random.Range(minMoveSpeed, maxMoveSpeed);
  85. ChangeSearchState(SearchState.NoTarget);
  86. }
  87. public override void FixedUpdate()
  88. {
  89. if (!noOnSearchState)
  90. {
  91. OnSearchState();
  92. }
  93. OnState();
  94. }
  95. public override Vector3 GetMoveDir()
  96. {
  97. Vector3 moveDir = Vector3.zero;
  98. if (canMove)
  99. {
  100. switch (searchState)
  101. {
  102. case SearchState.NoTarget:
  103. moveDir = Vector3.right;
  104. break;
  105. case SearchState.InSearchScope:
  106. if (targetCharacter)
  107. {
  108. if (targetCharacter.transform.position.x - transform.position.x < 0)
  109. {
  110. moveDir = Vector3.left;
  111. }
  112. else
  113. {
  114. moveDir = Vector3.right;
  115. }
  116. }
  117. else
  118. {
  119. moveDir = Vector3.zero;
  120. }
  121. break;
  122. case SearchState.InAttackScope:
  123. if (targetCharacter)
  124. {
  125. if (targetCharacter.transform.position.x - transform.position.x < 0)
  126. {
  127. moveDir = Vector3.left;
  128. }
  129. else
  130. {
  131. moveDir = Vector3.right;
  132. }
  133. }
  134. else
  135. {
  136. moveDir = Vector3.zero;
  137. }
  138. break;
  139. default:
  140. break;
  141. }
  142. }
  143. if (!isBack)
  144. {
  145. return moveDir;
  146. }
  147. return -moveDir;
  148. }
  149. public bool GetAttack()
  150. {
  151. if (searchState == SearchState.InAttackScope)
  152. {
  153. return true;
  154. }
  155. return false;
  156. }
  157. public bool GetJump()
  158. {
  159. return false;
  160. }
  161. public void AdjustHeight()
  162. {
  163. if (canFly)
  164. {
  165. if (transform.position.y - flyHeight > 0.1f)
  166. {
  167. Vector3 pos = transform.position;
  168. pos.y -= flyUpSpeed * Time.deltaTime;
  169. transform.position = pos;
  170. }
  171. else if (transform.position.y - flyHeight < -0.1f)
  172. {
  173. Vector3 pos = transform.position;
  174. pos.y += flyUpSpeed * Time.deltaTime;
  175. transform.position = pos;
  176. }
  177. }
  178. }
  179. public override void OnState()
  180. {
  181. base.OnState();
  182. hurtKeepTime -= Time.deltaTime;
  183. attackTime -= Time.deltaTime;
  184. dieKeepTime -= Time.deltaTime;
  185. invincibleTime -= Time.deltaTime;
  186. weakTime -= Time.deltaTime;
  187. Vector3 leftDir = GetMoveDir();
  188. bool isAttack = GetAttack();
  189. switch (state)
  190. {
  191. case CharacterState.Idle:
  192. if (isAttack)
  193. {
  194. Attack2();
  195. break;
  196. }
  197. if (!foot.TrigGround && !canFly)
  198. {
  199. if (rb.velocity.y > 0)
  200. {
  201. ChangeState(CharacterState.Rise);
  202. break;
  203. }
  204. else
  205. {
  206. ChangeState(CharacterState.Fall);
  207. break;
  208. }
  209. }
  210. if (leftDir.x > 0.3f || leftDir.x < -0.3f)
  211. {
  212. ChangeState(CharacterState.Run);
  213. break;
  214. }
  215. //rb.velocity = Vector3.zero;
  216. AdjustHeight();
  217. break;
  218. case CharacterState.Run:
  219. if (isAttack)
  220. {
  221. Attack2();
  222. break;
  223. }
  224. if (!foot.TrigGround && !canFly)
  225. {
  226. if (rb.velocity.y > 0)
  227. {
  228. ChangeState(CharacterState.Rise);
  229. break;
  230. }
  231. else
  232. {
  233. ChangeState(CharacterState.Fall);
  234. break;
  235. }
  236. }
  237. if (leftDir.x < 0.3f && leftDir.x > -0.3f)
  238. {
  239. ChangeState(CharacterState.Idle);
  240. break;
  241. }
  242. if (leftDir.x > 0.3f)
  243. {
  244. //rb.velocity += Vector3.right * moveAcc * Time.deltaTime;
  245. rb.velocity = Vector3.right * moveSpeed;
  246. //if (rb.velocity.x > maxMoveSpeed)
  247. //{
  248. // rb.velocity = new Vector3(maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  249. //}
  250. if (bodyTrans.localScale.x > 0)
  251. {
  252. Turn();
  253. }
  254. }
  255. else if (leftDir.x < -0.3f)
  256. {
  257. //rb.velocity -= Vector3.right * moveAcc * Time.deltaTime;
  258. rb.velocity = Vector3.left * moveSpeed;
  259. //if (rb.velocity.x < -maxMoveSpeed)
  260. //{
  261. // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  262. //}
  263. if (bodyTrans.localScale.x < 0)
  264. {
  265. Turn();
  266. }
  267. }
  268. AdjustHeight();
  269. break;
  270. case CharacterState.Rush:
  271. if (isAttack)
  272. {
  273. Attack2();
  274. break;
  275. }
  276. if (!foot.TrigGround && !canFly)
  277. {
  278. if (rb.velocity.y > 0)
  279. {
  280. ChangeState(CharacterState.Rise);
  281. break;
  282. }
  283. else
  284. {
  285. ChangeState(CharacterState.Fall);
  286. break;
  287. }
  288. }
  289. if (leftDir.x < 0.3f && leftDir.x > -0.3f)
  290. {
  291. ChangeState(CharacterState.Idle);
  292. break;
  293. }
  294. if (leftDir.x > 0.3f)
  295. {
  296. //rb.velocity += Vector3.right * moveAcc * Time.deltaTime;
  297. rb.velocity = Vector3.right * runSpeed;
  298. //if (rb.velocity.x > maxMoveSpeed)
  299. //{
  300. // rb.velocity = new Vector3(maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  301. //}
  302. if (bodyTrans.localScale.x > 0)
  303. {
  304. Turn();
  305. }
  306. }
  307. else if (leftDir.x < -0.3f)
  308. {
  309. //rb.velocity -= Vector3.right * moveAcc * Time.deltaTime;
  310. rb.velocity = Vector3.left * runSpeed;
  311. //if (rb.velocity.x < -maxMoveSpeed)
  312. //{
  313. // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  314. //}
  315. if (bodyTrans.localScale.x < 0)
  316. {
  317. Turn();
  318. }
  319. }
  320. AdjustHeight();
  321. break;
  322. case CharacterState.Rise:
  323. if (rb.velocity.y <= 0)
  324. {
  325. ChangeState(CharacterState.Fall);
  326. break;
  327. }
  328. //if (btnJumpPress || cacheJumpTime > 0)
  329. //{
  330. // if (!airJumped && rb.velocity.y < airJumpSpeed)
  331. // {
  332. // airJumped = true;
  333. // AirJump();
  334. // break;
  335. // }
  336. //}
  337. rb.velocity += Vector3.up * extraRiseGravity * Time.deltaTime;
  338. break;
  339. case CharacterState.Fall:
  340. if (foot.TrigGround || canFly)
  341. {
  342. if (isFindPlayer)
  343. {
  344. ChangeState(CharacterState.FindPlayer);
  345. }
  346. else
  347. {
  348. ChangeState(CharacterState.Idle);
  349. }
  350. break;
  351. }
  352. //if (foot.canStepPlayers.Count > 0)
  353. //{
  354. // Jump(jumpSpeed / 2);
  355. // StepOther();
  356. // break;
  357. //}
  358. //if (foot.canStepEnemyList.Count > 0)
  359. //{
  360. // Jump(jumpSpeed / 2);
  361. // StepEnemy();
  362. // break;
  363. //}
  364. //if (btnJumpPress || cacheJumpTime > 0)
  365. //{
  366. // if (!airJumped)
  367. // {
  368. // airJumped = true;
  369. // AirJump();
  370. // break;
  371. // }
  372. // else if (canJumpTick >= runner.Tick)
  373. // {
  374. // Jump();
  375. // break;
  376. // }
  377. //}
  378. rb.velocity += Vector3.up * extraFallGravity * Time.deltaTime;
  379. break;
  380. case CharacterState.Hurt:
  381. if (hurtKeepTime <= 0 && rb.velocity.magnitude < hurtChangeVelocity)
  382. {
  383. ChangeState(CharacterState.Idle);
  384. break;
  385. }
  386. if (!foot.TrigGround && !canFly)
  387. {
  388. rb.velocity += Vector3.up * extraFallGravity * Time.deltaTime;
  389. }
  390. Vector3 vel = rb.velocity;
  391. vel.x = vel.x * (1 - decelerationRatio * Time.deltaTime);
  392. rb.velocity = vel;
  393. break;
  394. case CharacterState.Attack:
  395. if (attackTime <= 0)
  396. {
  397. ChangeState(CharacterState.Idle);
  398. break;
  399. }
  400. break;
  401. case CharacterState.Die:
  402. if (dieKeepTime <= 0)
  403. {
  404. gameObject.SetActive(false);
  405. break;
  406. }
  407. break;
  408. case CharacterState.Weak:
  409. if (weakTime <= 0)
  410. {
  411. ChangeState(CharacterState.Idle);
  412. break;
  413. }
  414. break;
  415. case CharacterState.Coma:
  416. break;
  417. case CharacterState.FindPlayer:
  418. if (!isFindPlayer)
  419. {
  420. if (!foot.TrigGround && !canFly)
  421. {
  422. if (rb.velocity.y > 0)
  423. {
  424. ChangeState(CharacterState.Rise);
  425. break;
  426. }
  427. else
  428. {
  429. ChangeState(CharacterState.Fall);
  430. break;
  431. }
  432. }
  433. if (Vector3.Distance(transform.position, targetCharacter.transform.position)
  434. < hateDistance)
  435. {
  436. rushEndPos = targetCharacter.transform.position;
  437. isFindPlayer = true;
  438. break;
  439. }
  440. if (targetCharacter.transform.position.x > transform.position.x)
  441. {
  442. rb.velocity = Vector3.right * moveSpeed;
  443. if (bodyTrans.localScale.x > 0)
  444. {
  445. Turn();
  446. }
  447. }
  448. if (targetCharacter.transform.position.x < transform.position.x)
  449. {
  450. rb.velocity = Vector3.left * moveSpeed;
  451. if (bodyTrans.localScale.x < 0)
  452. {
  453. Turn();
  454. }
  455. }
  456. }
  457. break;
  458. case CharacterState.ReadyToRush:
  459. time += Time.deltaTime;
  460. if (time >= readyCD)
  461. {
  462. time = 0;
  463. if (rushHaveAttack)
  464. {
  465. ChangeState(CharacterState.RushAttack);
  466. }
  467. else
  468. {
  469. ChangeState(CharacterState.Rush);
  470. }
  471. }
  472. break;
  473. case CharacterState.RushAttack:
  474. time += Time.deltaTime;
  475. Rush();
  476. if (time >= rushTime)
  477. {
  478. time = 0;
  479. if (haveDownRush)
  480. {
  481. if (foot.TrigGround)
  482. {
  483. ChangeState(CharacterState.FinishRush);
  484. }
  485. else
  486. {
  487. ChangeState(CharacterState.ReadyToDownRush);
  488. }
  489. }
  490. else
  491. {
  492. ChangeState(CharacterState.FinishRush);
  493. }
  494. }
  495. break;
  496. case CharacterState.ReadyToDownRush:
  497. time += Time.deltaTime;
  498. if (time >= downRushTime)
  499. {
  500. time = 0;
  501. ChangeState(CharacterState.DownRush);
  502. }
  503. break;
  504. case CharacterState.DownRush:
  505. if (transform.position.y > 0)
  506. {
  507. Rush();
  508. }
  509. if (foot.TrigGround || transform.position.y <= -1)
  510. {
  511. ChangeState(CharacterState.FinishRush);
  512. }
  513. break;
  514. case CharacterState.FinishRush:
  515. time += Time.deltaTime;
  516. if (time > finishRushTime)
  517. {
  518. time = 0;
  519. ChangeState(CharacterState.Idle);
  520. }
  521. break;
  522. default:
  523. break;
  524. }
  525. }
  526. public override void ChangeState(CharacterState newState)
  527. {
  528. switch (state)
  529. {
  530. case CharacterState.Idle:
  531. break;
  532. case CharacterState.Run:
  533. rb.velocity = Vector3.zero;
  534. break;
  535. case CharacterState.Rush:
  536. rb.velocity = Vector3.zero;
  537. break;
  538. case CharacterState.Rise:
  539. break;
  540. case CharacterState.Fall:
  541. rb.velocity = Vector3.zero;
  542. break;
  543. case CharacterState.Hurt:
  544. break;
  545. case CharacterState.Attack:
  546. aniCollider.Play("NotAttack", 1, 0);
  547. break;
  548. case CharacterState.Die:
  549. isDie = false;
  550. break;
  551. case CharacterState.Weak:
  552. break;
  553. case CharacterState.Coma:
  554. foreach (GameObject i in HitCols)
  555. {
  556. i.SetActive(true);
  557. }
  558. break;
  559. case CharacterState.FindPlayer:
  560. noOnSearchState = false;
  561. rb.velocity = Vector3.zero;
  562. isFindPlayer = false;
  563. break;
  564. case CharacterState.ReadyToRush:
  565. aimEffect.SetActive(false);
  566. aimEffect.transform.localScale = Vector3.zero;
  567. rb.constraints =
  568. RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotation;
  569. break;
  570. case CharacterState.RushAttack:
  571. dashEffect.canHit = false;
  572. rb.velocity = Vector3.zero;
  573. bodyTrans.rotation = Quaternion.Euler(Vector3.zero);
  574. break;
  575. case CharacterState.ReadyToDownRush:
  576. rb.constraints =
  577. RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotation;
  578. break;
  579. case CharacterState.DownRush:
  580. dashEffect.canHit = false;
  581. rb.velocity = Vector3.zero;
  582. bodyTrans.rotation = Quaternion.Euler(Vector3.zero);
  583. transform.position = new Vector3(transform.position.x, -1, 0);
  584. break;
  585. case CharacterState.FinishRush:
  586. searchState = SearchState.NoTarget;
  587. noOnSearchState = false;
  588. ani.Play("idle", 0, 0);
  589. aniCollider.Play("Idle", 0, 0);
  590. break;
  591. default:
  592. break;
  593. }
  594. CharacterState oldState = state;
  595. state = newState;
  596. switch (newState)
  597. {
  598. case CharacterState.Idle:
  599. ani.Play("idle", 0, 0);
  600. aniCollider.Play("Idle", 0, 0);
  601. rb.velocity = Vector3.zero;
  602. //animalAni.SetInteger("state", (int)PlayerState.Idle);
  603. break;
  604. case CharacterState.Run:
  605. ani.Play("walk", 0, 0);
  606. aniCollider.Play("Walk", 0, 0);
  607. //animalAni.SetInteger("state", (int)PlayerState.Walk);
  608. break;
  609. case CharacterState.Rush:
  610. ani.Play("rush", 0, 0);
  611. aniCollider.Play("Rush", 0, 0);
  612. break;
  613. case CharacterState.Rise:
  614. aniCollider.Play("Rise", 0, 0);
  615. break;
  616. case CharacterState.Fall:
  617. aniCollider.Play("Fall", 0, 0);
  618. //animalAni.SetInteger("state", (int)PlayerState.Fall);
  619. break;
  620. case CharacterState.Hurt:
  621. switch (oldState)
  622. {
  623. case CharacterState.ReadyToRush:
  624. case CharacterState.RushAttack:
  625. case CharacterState.ReadyToDownRush:
  626. case CharacterState.DownRush:
  627. state = oldState;
  628. beRepelValue = totalBeRepelValue;
  629. break;
  630. default:
  631. ani.Play("hitted", 0, 0);
  632. aniCollider.Play("Hurt", 0, 0);
  633. invincibleTime = totalInvincibleTime;
  634. hurtKeepTime = minHurtKeepTime;
  635. break;
  636. }
  637. break;
  638. case CharacterState.Coma:
  639. //ani.Play("Coma", 0, 0);
  640. ani.Play("idle", 0, 0);
  641. aniCollider.Play("Idle", 0, 0);
  642. rb.velocity = Vector3.zero;
  643. foreach (GameObject i in HitCols)
  644. {
  645. i.SetActive(false);
  646. }
  647. break;
  648. case CharacterState.Attack:
  649. break;
  650. case CharacterState.Die:
  651. ani.Play("die", 0, 0);
  652. aniCollider.Play("Die", 0, 0);
  653. isDie = true;
  654. dieKeepTime = totalDieKeepTime;
  655. DropSouls();
  656. if (linked)
  657. {
  658. PlayersInput.instance[0].sprintLinkTrigger.linkedEnemy.Remove(this);
  659. PlayersInput.instance[0].playerRope.gameObject.SetActive(false);
  660. }
  661. break;
  662. case CharacterState.Weak:
  663. switch (oldState)
  664. {
  665. case CharacterState.ReadyToRush:
  666. case CharacterState.RushAttack:
  667. case CharacterState.ReadyToDownRush:
  668. case CharacterState.DownRush:
  669. state = oldState;
  670. beRepelValue = totalBeRepelValue;
  671. break;
  672. default:
  673. aniCollider.Play("Weak", 0, 0);
  674. ani.Play("weak", 0, 0);
  675. Vector3 velocity = rb.velocity;
  676. velocity.y = weakUpSpeed;
  677. rb.velocity = velocity;
  678. weakTime = totalWeakTime;
  679. break;
  680. }
  681. break;
  682. case CharacterState.FindPlayer:
  683. isFindPlayer = false;
  684. noOnSearchState = true;
  685. ChosePlayer();
  686. ani.Play("walk", 0, 0);
  687. aniCollider.Play("Walk", 0, 0);
  688. break;
  689. case CharacterState.ReadyToRush:
  690. ani.Play("charge", 0, 0);
  691. aimEffect.SetActive(true);
  692. aimDistance = rushTime * rushSpeed / 2;
  693. rb.constraints = RigidbodyConstraints.FreezeAll;
  694. ReadyToDash(rushEndPos + Vector3.up, transform.position + Vector3.up);
  695. break;
  696. case CharacterState.RushAttack:
  697. dashEffect.canHit = true;
  698. targetDir =
  699. (rushEndPos - transform.position).normalized;
  700. ani.Play("rush_attack", 0, 0);
  701. break;
  702. case CharacterState.ReadyToDownRush:
  703. rb.constraints = RigidbodyConstraints.FreezeAll;
  704. ani.Play("charge", 0, 0);
  705. break;
  706. case CharacterState.DownRush:
  707. targetDir = Vector3.down;
  708. ani.Play("rush_attack", 0, 0);
  709. dashEffect.canHit = true;
  710. break;
  711. case CharacterState.FinishRush:
  712. if(oldState == CharacterState.DownRush)
  713. {
  714. ani.Play("fall_end", 0, 0);
  715. }
  716. else
  717. {
  718. ani.Play("idle", 0, 0);
  719. aniCollider.Play("Idle", 0, 0);
  720. }
  721. break;
  722. default:
  723. break;
  724. }
  725. }
  726. public void DropSouls()
  727. {
  728. if (dropSoul > 1)
  729. {
  730. for (int i = 0; i < dropSoul; i++)
  731. {
  732. float angleInterval = dropSoulAngle / (float)(dropSoul - 1);
  733. float angle = 90 + ((float)i - (float)(dropSoul - 1) / 2) * angleInterval;
  734. angle = angle / 180 * Mathf.PI;
  735. GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
  736. Vector3 dir = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0);
  737. soulObj.GetComponent<Soul>().Burst(dir * soulStartSpeed);
  738. }
  739. }
  740. else
  741. {
  742. GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
  743. Vector3 dir = Vector3.up;
  744. soulObj.GetComponent<Soul>().Burst(dir * soulStartSpeed);
  745. }
  746. }
  747. public void Jump()
  748. {
  749. SetUpSpeed(jumpSpeed);
  750. ani.Play("jump", 0, 0);
  751. }
  752. public void SetUpSpeed(float speed)
  753. {
  754. ChangeState(CharacterState.Rise);
  755. Vector3 velocity = rb.velocity;
  756. Vector3 leftDir = GetMoveDir();
  757. if (leftDir.x > 0.3f)
  758. {
  759. if (bodyTrans.localScale.x > 0)
  760. {
  761. Turn();
  762. }
  763. }
  764. else if (leftDir.x < -0.3f)
  765. {
  766. if (bodyTrans.localScale.x < 0)
  767. {
  768. Turn();
  769. }
  770. }
  771. velocity.y = speed;
  772. rb.velocity = velocity;
  773. //animalAni.SetInteger("state", (int)PlayerState.Rise);
  774. }
  775. public void ChangeSearchState(SearchState newState)
  776. {
  777. switch (searchState)
  778. {
  779. case SearchState.NoTarget:
  780. break;
  781. case SearchState.InSearchScope:
  782. break;
  783. case SearchState.InAttackScope:
  784. break;
  785. default:
  786. break;
  787. }
  788. searchState = newState;
  789. switch (searchState)
  790. {
  791. case SearchState.NoTarget:
  792. Character character0 = PlayersInput.instance[0];
  793. Character character1 = PlayersInput.instance[1];
  794. if (character0.beTargetCharacter.Exists(t => t == this))
  795. {
  796. character0.beTargetCharacter.Remove(this);
  797. }
  798. if (character1.beTargetCharacter.Exists(t => t == this))
  799. {
  800. character1.beTargetCharacter.Remove(this);
  801. }
  802. targetCharacter = null;
  803. break;
  804. case SearchState.InSearchScope:
  805. break;
  806. case SearchState.InAttackScope:
  807. break;
  808. default:
  809. break;
  810. }
  811. }
  812. public bool SearchTarget()
  813. {
  814. targetCharacter = searchTrigger.GetMinDisTarget(targetTypes, canHitFly);
  815. if (targetCharacter != null)
  816. {
  817. Character character0 = PlayersInput.instance[0];
  818. Character character1 = PlayersInput.instance[1];
  819. if (targetCharacter == character0
  820. && !character0.beTargetCharacter.Exists(t => t == this))
  821. {
  822. character0.beTargetCharacter.Add(this);
  823. }
  824. if (targetCharacter == character1
  825. && !character1.beTargetCharacter.Exists(t => t == this))
  826. {
  827. character1.beTargetCharacter.Add(this);
  828. }
  829. return true;
  830. }
  831. else
  832. {
  833. return false;
  834. }
  835. }
  836. public void OnSearchState()
  837. {
  838. switch (searchState)
  839. {
  840. case SearchState.NoTarget:
  841. if (SearchTarget())
  842. {
  843. ChangeSearchState(SearchState.InSearchScope);
  844. break;
  845. }
  846. //向玩家基地移动
  847. break;
  848. case SearchState.InSearchScope:
  849. if (!SearchTarget())
  850. {
  851. targetCharacter = null;
  852. ChangeSearchState(SearchState.NoTarget);
  853. break;
  854. }
  855. if (targetCharacter != null && Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) <= attackDistance)
  856. {
  857. ChangeSearchState(SearchState.InAttackScope);
  858. break;
  859. }
  860. break;
  861. case SearchState.InAttackScope:
  862. if (targetCharacter != null)
  863. {
  864. if (!targetCharacter.gameObject.activeInHierarchy || targetCharacter.isDie
  865. || Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) > attackDistance)
  866. {
  867. ChangeSearchState(SearchState.NoTarget);
  868. }
  869. }
  870. else
  871. {
  872. ChangeSearchState(SearchState.NoTarget);
  873. }
  874. break;
  875. default:
  876. break;
  877. }
  878. }
  879. public override void Attack1()
  880. {
  881. base.Attack1();
  882. attackTarget = targetCharacter;
  883. }
  884. public override void Attack2()
  885. {
  886. base.Attack2();
  887. attackTarget = targetCharacter;
  888. }
  889. public void ChosePlayer()
  890. {
  891. float distance0 = 1000;
  892. float distance1 = 1000;
  893. if (PlayersInput.instance[0])
  894. {
  895. distance0 = Mathf.Abs(PlayersInput.instance[0].transform.position.x
  896. - transform.position.x);
  897. }
  898. if (PlayersInput.instance[1])
  899. {
  900. distance1 = Mathf.Abs(PlayersInput.instance[1].transform.position.x
  901. - transform.position.x);
  902. }
  903. if (distance0 <= distance1)
  904. {
  905. targetCharacter = PlayersInput.instance[0];
  906. if (!PlayersInput.instance[0].beTargetCharacter.Exists(t => t == this))
  907. {
  908. PlayersInput.instance[0].beTargetCharacter.Add(this);
  909. }
  910. distance = distance0;
  911. }
  912. else
  913. {
  914. targetCharacter = PlayersInput.instance[1];
  915. if (!PlayersInput.instance[1].beTargetCharacter.Exists(t => t == this))
  916. {
  917. PlayersInput.instance[1].beTargetCharacter.Add(this);
  918. }
  919. distance = distance1;
  920. }
  921. }
  922. public void ReadyToDash(Vector3 pos0, Vector3 pos1)
  923. {
  924. Vector3 target = (pos0 - pos1).normalized;
  925. float distance = aimDistance;
  926. aimEffect.transform.localScale =
  927. new Vector3(distance, 1, 1);
  928. targetDir = pos0 - pos1;
  929. float k = Mathf.Atan2(targetDir.y, targetDir.x) * Mathf.Rad2Deg;
  930. if (targetDir.x < 0)
  931. {
  932. aimEffect.transform.rotation = Quaternion.Euler(new Vector3(0, 0, k));
  933. bodyTrans.localScale = new Vector3(1, 1, 1);
  934. }
  935. else
  936. {
  937. aimEffect.transform.rotation = Quaternion.Euler(new Vector3(0, 0, k));
  938. bodyTrans.localScale = new Vector3(-1, 1, 1);
  939. }
  940. }
  941. private void Rush()
  942. {
  943. float k = Mathf.Atan2(targetDir.y, targetDir.x) * Mathf.Rad2Deg;
  944. if (targetDir.x < 0)
  945. {
  946. dashEffect.offset = 1;
  947. bodyTrans.localScale = new Vector3(1, 1, 1);
  948. bodyTrans.rotation = Quaternion.Euler(new Vector3(0, 0, k - 180));
  949. }
  950. else
  951. {
  952. dashEffect.offset = -1;
  953. bodyTrans.localScale = new Vector3(-1, 1, 1);
  954. bodyTrans.rotation = Quaternion.Euler(new Vector3(0, 0, k));
  955. }
  956. rb.velocity = targetDir * rushSpeed;
  957. }
  958. }