BlackUmbrella.cs 7.9 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using Sirenix.OdinInspector;
  5. public class BlackUmbrella : MonoBehaviour
  6. {
  7. public enum UmbrellaState
  8. {
  9. none,
  10. appear, //出现,原地动画
  11. sprint, //飞出去
  12. stay, //停在目标点
  13. back, //收回
  14. disappear, //消失前原地动画
  15. }
  16. [DisplayOnly]
  17. public UmbrellaState umbrellaState; //当前黑伞的状态
  18. [HideInInspector]
  19. public Transform umbrellaOrigPos;
  20. private Vector3 origPos;
  21. [HideInInspector]
  22. public Transform umbrellaBackPos;
  23. [HideInInspector]
  24. public Transform owner;
  25. private Animator ani;
  26. private Animator bossAni;
  27. private WaterSpriteAttackController attackCon;
  28. //玩家
  29. private PlayerController pc;
  30. //黑伞的目标坐标
  31. public float farFromPlayerDis;
  32. private Vector3 aimPos;
  33. private float attackDis;
  34. //黑伞攻击次数
  35. public int minTime, maxTime;
  36. private int allTime;
  37. //黑伞的攻击
  38. private float umbrePastTime;
  39. [LabelText("黑伞初速度")]
  40. public float initialSpeed;
  41. [LabelText("黑伞出现时长")]
  42. public float appearTime;
  43. [LabelText("黑伞停留时长")]
  44. public float stayTime;
  45. [LabelText("黑伞收回时长")]
  46. public float backTime;
  47. private bool hasBackAni;
  48. [LabelText("黑伞消失时长")]
  49. public float disappearTime;
  50. [LabelText("黑伞位置提示特效")]
  51. public GameObject effect;
  52. private GameObject effectIns;
  53. //提示X坐标
  54. public float leftX, rightX;
  55. //是第一次攻击,则无需索敌
  56. private bool isFirst;
  57. private void Start()
  58. {
  59. if (ani == null)
  60. {
  61. ani = GetComponent<Animator>();
  62. WaterSprite ws = owner.GetComponent<WaterSprite>();
  63. bossAni = ws.ani;
  64. GetComponentInChildren<AttackTrigger>().owner = ws;
  65. attackCon = owner.GetComponent<WaterSpriteAttackController>();
  66. pc = PlayersInput.instance[0];
  67. }
  68. }
  69. //放出这个攻击!
  70. public void Release()
  71. {
  72. allTime = Random.Range(minTime, maxTime);
  73. isFirst = true;
  74. ChangeUmbrellaState(UmbrellaState.appear);
  75. }
  76. public void ChangeUmbrellaState(UmbrellaState us)
  77. {
  78. if (umbrellaState == us)
  79. {
  80. return;
  81. }
  82. umbrellaState = us;
  83. switch (us)
  84. {
  85. case UmbrellaState.appear:
  86. transform.position = umbrellaOrigPos.position;
  87. gameObject.SetActive(true);
  88. break;
  89. case UmbrellaState.sprint:
  90. origPos = transform.position;
  91. aimPos = pc.transform.position;
  92. if (isFirst && aimPos.x < transform.position.x)
  93. {
  94. aimPos = transform.position + new Vector3(1, 0, 0) * farFromPlayerDis;
  95. attackDis = farFromPlayerDis;
  96. isFirst = false;
  97. }
  98. else
  99. {
  100. aimPos.y = origPos.y;
  101. int fx = 1;
  102. if (aimPos.x < origPos.x)
  103. {
  104. fx = -1;
  105. }
  106. aimPos.x += farFromPlayerDis * fx;
  107. attackDis = Mathf.Abs(aimPos.x - transform.position.x);
  108. }
  109. break;
  110. case UmbrellaState.stay:
  111. aimPos.y = pc.bodyTrans.position.y;
  112. break;
  113. case UmbrellaState.back:
  114. break;
  115. case UmbrellaState.disappear:
  116. break;
  117. }
  118. }
  119. private void OnUmbrellaState()
  120. {
  121. umbrePastTime += Time.deltaTime;
  122. switch (umbrellaState)
  123. {
  124. case UmbrellaState.appear:
  125. if (umbrePastTime >= appearTime)
  126. {
  127. umbrePastTime = 0;
  128. ChangeUmbrellaState(UmbrellaState.sprint);
  129. }
  130. break;
  131. case UmbrellaState.sprint:
  132. float distanceCovered = umbrePastTime * initialSpeed;
  133. float fraction = distanceCovered / attackDis;
  134. float dec = 1 - (1 - fraction) * (1 - fraction);
  135. transform.position = Vector3.Lerp(origPos, aimPos, dec);
  136. if (Mathf.Abs(transform.position.x - aimPos.x) <= 0.2f)
  137. {
  138. transform.position = aimPos;
  139. umbrePastTime = 0;
  140. ChangeUmbrellaState(UmbrellaState.stay);
  141. }
  142. break;
  143. case UmbrellaState.stay:
  144. aimPos.y = pc.bodyTrans.position.y;
  145. transform.position = Vector3.MoveTowards(transform.position, aimPos, 9f * Time.deltaTime);
  146. if (umbrePastTime >= stayTime)
  147. {
  148. transform.position = aimPos;
  149. umbrePastTime = 0;
  150. allTime--;
  151. if (allTime > 0)
  152. {
  153. ChangeUmbrellaState(UmbrellaState.sprint);
  154. }
  155. else
  156. {
  157. ChangeUmbrellaState(UmbrellaState.back);
  158. }
  159. }
  160. break;
  161. case UmbrellaState.back:
  162. float t2 = Mathf.Clamp01(umbrePastTime / backTime);
  163. float smoothT2 = Mathf.SmoothStep(0, 1, t2);
  164. transform.position = Vector3.Lerp(aimPos, umbrellaBackPos.position, smoothT2);
  165. if (umbrePastTime >= backTime)
  166. {
  167. umbrePastTime = 0;
  168. hasBackAni = false;
  169. ChangeUmbrellaState(UmbrellaState.disappear);
  170. }
  171. else if (!hasBackAni && umbrePastTime >= backTime - 0.6f)
  172. {
  173. hasBackAni = true;
  174. bossAni.Play("shoot_end");
  175. attackCon.isUmbrellaBack = true;
  176. }
  177. break;
  178. case UmbrellaState.disappear:
  179. if (umbrePastTime >= disappearTime)
  180. {
  181. umbrePastTime = 0;
  182. ChangeUmbrellaState(UmbrellaState.none);
  183. gameObject.SetActive(false);
  184. }
  185. break;
  186. }
  187. }
  188. private bool IsTargetVisible(GameObject target)
  189. {
  190. Camera camera = Camera.main;
  191. // 获取物体在视口中的位置(归一化坐标)
  192. Vector3 viewportPoint = camera.WorldToViewportPoint(target.transform.position);
  193. // 检查坐标是否在屏幕范围内(0-1之间)
  194. bool inCameraView = viewportPoint.x >= 0 && viewportPoint.x <= 1 &&
  195. viewportPoint.y >= 0 && viewportPoint.y <= 1 &&
  196. viewportPoint.z > 0; // z>0 表示在相机前方
  197. return inCameraView;
  198. }
  199. private void ShowTip()
  200. {
  201. if (!effectIns)
  202. {
  203. effectIns = PoolManager.Instantiate(effect, Camera.main.transform);
  204. }
  205. if (!IsTargetVisible(gameObject))
  206. {
  207. if (gameObject.transform.position.x > pc.transform.position.x)
  208. {
  209. effectIns.transform.localPosition = new Vector3(rightX, 0, 16);
  210. Vector3 pos = effectIns.transform.position;
  211. pos.y = gameObject.transform.position.y;
  212. effectIns.transform.position = pos;
  213. effectIns.transform.localEulerAngles = new Vector3(0.8f, 0.1f, 1);
  214. }
  215. else
  216. {
  217. effectIns.transform.localPosition = new Vector3(leftX, 0, 16);
  218. Vector3 pos = effectIns.transform.position;
  219. pos.y = gameObject.transform.position.y;
  220. effectIns.transform.position = pos;
  221. effectIns.transform.localEulerAngles = new Vector3(-0.8f, 0.1f, 1);
  222. }
  223. effectIns.SetActive(true);
  224. }
  225. else
  226. {
  227. effectIns.SetActive(false);
  228. }
  229. }
  230. private void Update()
  231. {
  232. OnUmbrellaState();
  233. ShowTip();
  234. }
  235. }