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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using TMPro;
- public class EnemyTower : Character
- {
- [Header("µÐ·½Ëþ")]
- public int id;
- public float height = 8;
- private void Awake()
- {
- TowerMap.enemyTowers.Add(gameObject);
- Init();
- }
- public void Attack_March()
- {
- GameObject bulletObj = PoolManager.Instantiate(attackController.bulletPrefab);
- Bullet bullet = bulletObj.GetComponent<Bullet>();
- AttackInfo attackInfo = attackController.attackInfo;
- Vector3 attackDir = attackInfo.attackDir.normalized;
- if (bodyTrans.localScale.x < 0)
- {
- attackDir.x = -attackDir.x;
- }
- bullet.BeShoot(this, attackController.shootPos[0].position, attackDir, attackInfo.damage,
- attackInfo.force, attackInfo.changeHurt, attackInfo.repelValue, attackController.shootTrack,
- attackController.shootAlwaysTrack, attackTarget ? attackTarget : null);
- }
- public bool GetAttack()
- {
- if (targetCharacter != null)
- {
- return true;
- }
- return false;
- }
- public void SearchTarget()
- {
- targetCharacter = searchTrigger.GetMinDisTarget(attackController.targetTypes, true);
- }
- public override void OnState()
- {
- base.OnState();
- SearchTarget();
- attackController.attackTime -= Time.deltaTime;
- dieKeepTime -= Time.deltaTime;
- bool isAttack = GetAttack();
- switch (state)
- {
- case CharacterState.Idle:
- if (isAttack)
- {
- ChangeState(CharacterState.Attack);
- break;
- }
- break;
- case CharacterState.Attack:
- if (attackController.attackTime <= 0)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- break;
- case CharacterState.Die:
- if (dieKeepTime <= 0)
- {
- TowerMap.enemyTowers.Remove(gameObject);
- gameObject.SetActive(false);
- break;
- }
- break;
- default:
- break;
- }
- }
- public override void ChangeState(CharacterState newState)
- {
- switch (state)
- {
- case CharacterState.Idle:
- break;
- case CharacterState.Attack:
- attackTarget = null;
- break;
- case CharacterState.Die:
- isDie = false;
- break;
- default:
- break;
- }
- CharacterState oldState = state;
- state = newState;
- switch (newState)
- {
- case CharacterState.Idle:
- rb.velocity = Vector3.zero;
- break;
- case CharacterState.Attack:
- attackController.attackTime = totalAttack_marchTime;
- attackTarget = targetCharacter;
- if ((attackTarget.transform.position - transform.position).x > 0
- && bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- else if ((attackTarget.transform.position - transform.position).x < 0
- && bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- Attack_March();
- break;
- case CharacterState.Die:
- isDie = true;
- dieKeepTime = totalDieKeepTime;
- TowerMap.myTowers.Remove(gameObject);
- break;
- default:
- break;
- }
- }
- public override void BeHit(int damage, Vector3 force, bool changeHurt, float repelValue)
- {
- hp -= damage;
- //É˺¦Ìø×Ö
- if (showInjuryNum)
- {
- GameObject injuryNum = Instantiate(injuryNumText);
- injuryNum.transform.position = new Vector3(transform.position.x + Random.Range(-1f, 1f), transform.position.y + 1, transform.position.z);
- TextMeshProUGUI text = injuryNum.GetComponentInChildren<TextMeshProUGUI>();
- text.text = damage.ToString();
- if (gameObject.CompareTag("Player"))
- {
- text.color = Color.red;
- }
- }
- uiHp.Show(hp, totalHp);
- if (hp <= 0)
- {
- ChangeState(CharacterState.Die);
- }
- }
- }
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