| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227 |
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using TMPro;
- using System;
- public class ESpirits_Cook : MonoBehaviour
- {
- public TextMeshProUGUI text; //剩余串的数量文本
- private GameObject dia; //文本框
- private Transform cook; //厨子
- private Animator ani; //厨子动画
- private Collider col; //厨子的碰撞体
- public int chuan; //厨子拥有多少串
- public bool isGood; //厨子是否是好厨子
- public GameObject[] colliders; //一些要开要关的collider
- public float walkSpeed; //走路速度
- public float runSpeed; //冲刺速度
- public float minX; //厨子卖串的最小地址站
- public float maxX; //厨子卖串的最大地址站
- public float value; //加血程度百分比
- public GameObject effect; //加血效果
- private Enemy ene; //厨子的enemy脚本
- private bool once = false; //死一次
- private bool die = false; //厨子命尽
- private bool toCatch = false; //没串了去抓人
- private bool isRunning = false; //开跑
- private float activeTime; //厨子已出现的时长
- public float activeAniTime; //厨子出现动画的时长
- private bool isAct = false; //厨子已经完整出现
- private GameObject[] customers; //厨子的所有顾客
- private int count; //顾客数量
- public float larger; //顾客变大的程度
- public bool canMove = false; //厨师可移动
- private GameObject player1;
- private GameObject player2;
- private GameObject target;
- public GameObject lockEffect;
- private GameObject curLock;
- public enum cookState
- {
- sell = 0,
- walk = 1,
- find = 2,
- run = 3,
- cook = 4,
- back = 5,
- }
- private cookState state;
- private GameObject food; //被抓的食材
- private void Start()
- {
- cook = transform.parent;
- ene = cook.GetComponent<Enemy>();
- ani = ene.ani;
- col = GetComponent<Collider>();
- col.enabled = false;
- dia = text.transform.parent.gameObject;
- dia.SetActive(false);
- customers = new GameObject[chuan];
- state = 0;
- curLock = Instantiate(lockEffect, cook.transform.position, new Quaternion(0, 0, 0, 0), cook.transform);
- }
- private void OnTriggerEnter(Collider other)
- {
- //路过发串
- if (state == cookState.sell && !die && other.gameObject.layer == 7 || other.gameObject.layer == 8 || other.gameObject.layer == 6)
- {
- if (chuan > 0)
- {
- GameObject ga = other.transform.parent.parent.parent.gameObject;
- Character ca = ga.GetComponent<Character>();
- if (Array.IndexOf(customers, ga) == -1)
- {
- chuan -= 1;
- text.text = chuan.ToString();
- ani.Play("attack_march", 0, 0);
- ca.HpUp(value, larger);
- customers[count] = ga;
- count += 1;
- Instantiate(effect, ga.transform.position, new Quaternion(0, 0, 0, 0), ga.transform);
- if (chuan == 0)
- {
- toCatch = true;
- ChangeState(cookState.walk);
- }
- }
- }
- }
- //抓人
- else if (state == cookState.run || state == cookState.find || state == cookState.walk && !once)
- {
- if (other.gameObject.layer == 7 || other.gameObject.layer == 6)
- {
- food = other.gameObject;
- ChangeState(cookState.cook);
- }
- }
- }
- private void ChangeState(cookState cs)
- {
- switch (cs)
- {
- //卖串中
- case cookState.sell:
- canMove = false;
- //不能被攻击
- foreach (GameObject g in colliders)
- {
- g.SetActive(false);
- }
- break;
- //走路中
- case cookState.walk:
- canMove = true;
- dia.SetActive(false);
- //能被攻击
- foreach (GameObject g in colliders)
- {
- g.SetActive(true);
- }
- break;
- //发现目标
- case cookState.find:
- break;
- //冲刺中
- case cookState.run:
- canMove = true;
- foreach (GameObject g in colliders)
- {
- g.SetActive(true);
- }
- break;
- //鲨人中
- case cookState.cook:
- break;
- //返回中
- case cookState.back:
- break;
- default:
- break;
- }
- state = cs;
- }
- private void ChoosePlayer()
- {
- player1 = PlayersInput.instance[0].gameObject;
- player2 = PlayersInput.instance[1].gameObject;
- float dis1 = Vector2.Distance(player1.transform.position, transform.position);
- float dis2 = Vector2.Distance(player2.transform.position, transform.position);
- if (dis1 < dis2)
- {
- target = player1;
- }
- else
- {
- target = player2;
- }
- }
- private void AimAtPlayer()
- {
- lockEffect.transform.position = transform.position;
- }
- private void StateAct(cookState cs)
- {
- switch (cs)
- {
- case cookState.walk:
- break;
- case cookState.find:
- break;
- case cookState.back:
- break;
- case cookState.cook:
- break;
- case cookState.run:
- ene.targetCharacter = target.GetComponent<Character>();
- break;
- case cookState.sell:
- break;
- default:
- break;
- }
- }
- private void Update()
- {
- if (!isAct)
- {
- activeTime += Time.deltaTime;
- if (activeTime >= activeAniTime)
- {
- dia.SetActive(true);
- isAct = true;
- col.enabled = true;
- }
- }
- if (die && !once)
- {
- once = true;
- col.enabled = false;
- ene.ChangeState(CharacterState.Die);
- }
- }
- }
|