Demonic.cs 29 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. public class Demonic : MoveCharacter
  7. {
  8. [Header("友方单位属性")]
  9. public PlayerController player; //召唤师
  10. public int playerID;
  11. public int id;
  12. public float costMp = 10;
  13. public float totalSummonTime = 0.5f;
  14. public bool isBack = false; //往反方向走
  15. public float flyHeight;
  16. public float flyUpSpeed = 10;
  17. public int baseSortingOrder;
  18. int sortingOrder = 0;
  19. public float runSpeed;
  20. [Header("锁魂塔")]
  21. public bool isReturnSoulTower;
  22. public Vector3 origSoulPos;
  23. public bool isRecorded;
  24. [Header("友方单位组件")]
  25. public SearchState searchState;
  26. public Collider soulCollector;
  27. [Header("攻击")]
  28. public float attackDistance;
  29. public float maxAttackDis, minAttackDis;
  30. public bool needToChange;
  31. [Header("八卦")]
  32. public float adsorbSpeed; //八卦吸附的速度
  33. [HideInInspector] public Vector3 adsorbTarget; //八卦胖子吸附时目标位置的X
  34. private float adsorbTime; //八卦吸附中的时间
  35. public GameObject effectPrefab; //八卦卦象效果
  36. [Header("掉落魂")]
  37. public int dropSoulMax = 3;
  38. public int dropSoulMin = 1;
  39. public float dropSoulAngle = 60f;
  40. [Header("验证功能开关")]
  41. public bool upFirstAfterWeaknessOrNot; //虚弱结束后是否先升高
  42. public bool isBeBlownUp; //被击飞
  43. private void Awake()
  44. {
  45. }
  46. private void Start()
  47. {
  48. if (needToChange)
  49. {
  50. attackDistance = Random.Range(minAttackDis, maxAttackDis);
  51. }
  52. }
  53. private void OnDisable()
  54. {
  55. PlayersInput.instance[playerID].OnDemonicRecycle(this);
  56. }
  57. public override void FixedUpdate()
  58. {
  59. if (!isNonAttack)
  60. {
  61. OnSearchState();
  62. }
  63. OnState();
  64. }
  65. public bool SearchTarget()
  66. {
  67. targetCharacter = searchTrigger.GetMinDisTarget(targetTypes, canHitFly);
  68. if (targetCharacter != null)
  69. {
  70. return true;
  71. }
  72. else
  73. {
  74. return false;
  75. }
  76. }
  77. public void ChangeSearchState(SearchState newState)
  78. {
  79. switch (searchState)
  80. {
  81. case SearchState.NoTarget:
  82. break;
  83. case SearchState.InSearchScope:
  84. break;
  85. case SearchState.InAttackScope:
  86. break;
  87. default:
  88. break;
  89. }
  90. searchState = newState;
  91. switch (searchState)
  92. {
  93. case SearchState.NoTarget:
  94. targetCharacter = null;
  95. break;
  96. case SearchState.InSearchScope:
  97. break;
  98. case SearchState.InAttackScope:
  99. break;
  100. default:
  101. break;
  102. }
  103. }
  104. public void OnSearchState()
  105. {
  106. switch (searchState)
  107. {
  108. case SearchState.NoTarget:
  109. if (SearchTarget())
  110. {
  111. ChangeSearchState(SearchState.InSearchScope);
  112. break;
  113. }
  114. //向玩家基地移动
  115. break;
  116. case SearchState.InSearchScope:
  117. if (!SearchTarget())
  118. {
  119. targetCharacter = null;
  120. ChangeSearchState(SearchState.NoTarget);
  121. break;
  122. }
  123. if (targetCharacter != null && Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) <= attackDistance)
  124. {
  125. ChangeSearchState(SearchState.InAttackScope);
  126. break;
  127. }
  128. break;
  129. case SearchState.InAttackScope:
  130. if (targetCharacter != null)
  131. {
  132. if (!targetCharacter.gameObject.activeInHierarchy || targetCharacter.isDie
  133. || Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) > attackDistance)
  134. {
  135. ChangeSearchState(SearchState.NoTarget);
  136. }
  137. }
  138. else
  139. {
  140. ChangeSearchState(SearchState.NoTarget);
  141. }
  142. break;
  143. default:
  144. break;
  145. }
  146. }
  147. public override Vector3 GetMoveDir()
  148. {
  149. Vector3 moveDir = Vector3.zero;
  150. if (canMove)
  151. {
  152. if (!isTran)
  153. {
  154. switch (searchState)
  155. {
  156. case SearchState.NoTarget:
  157. if (TowerMap.enemyTowers.Count == 0)
  158. {
  159. moveDir = Vector3.left;
  160. break;
  161. }
  162. float minDistance = Mathf.Infinity;
  163. int id = -1;
  164. for (int i = 0; i < TowerMap.enemyTowers.Count; i++)
  165. {
  166. EnemyTower enemyTower = TowerMap.enemyTowers[i].GetComponent<EnemyTower>();
  167. if (transform.position.y >
  168. enemyTower.transform.position.y + enemyTower.height)
  169. {
  170. continue;
  171. }
  172. float distance = Vector3.Distance(transform.position,
  173. TowerMap.enemyTowers[i].transform.position);
  174. if (distance < minDistance)
  175. {
  176. minDistance = distance;
  177. id = i;
  178. }
  179. }
  180. if (id == -1)
  181. {
  182. moveDir = Vector3.left;
  183. break;
  184. }
  185. if (bodyTrans.position.x > TowerMap.enemyTowers[id].transform.position.x)
  186. {
  187. moveDir = Vector3.left;
  188. }
  189. else
  190. {
  191. moveDir = Vector3.right;
  192. }
  193. break;
  194. case SearchState.InSearchScope:
  195. if (targetCharacter)
  196. {
  197. if (targetCharacter.transform.position.x - transform.position.x < 0)
  198. {
  199. moveDir = Vector3.left;
  200. }
  201. else
  202. {
  203. moveDir = Vector3.right;
  204. }
  205. }
  206. else
  207. {
  208. moveDir = Vector3.zero;
  209. }
  210. break;
  211. case SearchState.InAttackScope:
  212. if (targetCharacter)
  213. {
  214. if (targetCharacter.transform.position.x - transform.position.x < 0)
  215. {
  216. moveDir = Vector3.left;
  217. }
  218. else
  219. {
  220. moveDir = Vector3.right;
  221. }
  222. }
  223. else
  224. {
  225. moveDir = Vector3.zero;
  226. }
  227. break;
  228. default:
  229. break;
  230. }
  231. }
  232. else
  233. {
  234. if (pc == null)
  235. {
  236. pc = GetComponentInParent<PlayerController>();
  237. }
  238. moveDir = pc.GetMoveDir();
  239. }
  240. }
  241. if (!isBack)
  242. {
  243. return moveDir;
  244. }
  245. return -moveDir;
  246. }
  247. public bool GetAttack()
  248. {
  249. if (searchState == SearchState.InAttackScope)
  250. {
  251. return true;
  252. }
  253. return false;
  254. }
  255. public bool AdjustHeight()
  256. {
  257. if (canFly)
  258. {
  259. if (transform.position.y - flyHeight > 0.1f)
  260. {
  261. Vector3 pos = transform.position;
  262. pos.y -= flyUpSpeed * Time.deltaTime;
  263. transform.position = pos;
  264. return false;
  265. }
  266. else if (transform.position.y - flyHeight < -0.1f)
  267. {
  268. Vector3 pos = transform.position;
  269. pos.y += flyUpSpeed * Time.deltaTime;
  270. transform.position = pos;
  271. return false;
  272. }
  273. }
  274. return true;
  275. }
  276. public override void OnState()
  277. {
  278. base.OnState();
  279. //hurtKeepTime -= Time.deltaTime;
  280. attackTime -= Time.deltaTime;
  281. dieKeepTime -= Time.deltaTime;
  282. invincibleTime -= Time.deltaTime;
  283. weakTime -= Time.deltaTime;
  284. beRepelValue += Time.deltaTime;
  285. Vector3 leftDir = GetMoveDir();
  286. bool isAttack = GetAttack();
  287. switch (state)
  288. {
  289. case CharacterState.Idle:
  290. if (isAttack)
  291. {
  292. Attack_march();
  293. break;
  294. }
  295. if (!foot.TrigGround && !canFly)
  296. {
  297. if (rb.velocity.y > 0)
  298. {
  299. ChangeState(CharacterState.Rise);
  300. break;
  301. }
  302. else
  303. {
  304. ChangeState(CharacterState.Fall);
  305. break;
  306. }
  307. }
  308. if (leftDir.x > 0.3f || leftDir.x < -0.3f)
  309. {
  310. ChangeState(CharacterState.Run);
  311. break;
  312. }
  313. if (!upFirstAfterWeaknessOrNot)
  314. {
  315. if (canFly)
  316. {
  317. rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezePositionY;
  318. rb.useGravity = false;
  319. AdjustHeight();
  320. }
  321. }
  322. rb.velocity = Vector3.right * velocityAddition;
  323. break;
  324. case CharacterState.Run:
  325. if (isAttack)
  326. {
  327. Attack_march();
  328. break;
  329. }
  330. if (!foot.TrigGround && !canFly)
  331. {
  332. if (rb.velocity.y > 0)
  333. {
  334. ChangeState(CharacterState.Rise);
  335. break;
  336. }
  337. else
  338. {
  339. ChangeState(CharacterState.Fall);
  340. break;
  341. }
  342. }
  343. if (leftDir.x < 0.3f && leftDir.x > -0.3f)
  344. {
  345. ChangeState(CharacterState.Idle);
  346. break;
  347. }
  348. if (leftDir.x > 0.3f)
  349. {
  350. //rb.velocity += Vector3.right * moveAcc * Time.deltaTime;
  351. rb.velocity = Vector3.right * (moveSpeed + velocityAddition);
  352. //if (rb.velocity.x > maxMoveSpeed)
  353. //{
  354. // rb.velocity = new Vector3(maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  355. //}
  356. if (bodyTrans.localScale.x > 0)
  357. {
  358. Turn();
  359. }
  360. }
  361. else if (leftDir.x < -0.3f)
  362. {
  363. //rb.velocity -= Vector3.right * moveAcc * Time.deltaTime;
  364. rb.velocity = Vector3.right * (-moveSpeed + velocityAddition);
  365. //if (rb.velocity.x < -maxMoveSpeed)
  366. //{
  367. // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  368. //}
  369. if (bodyTrans.localScale.x < 0)
  370. {
  371. Turn();
  372. }
  373. }
  374. if (!upFirstAfterWeaknessOrNot)
  375. {
  376. if (canFly)
  377. {
  378. rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezePositionY;
  379. rb.useGravity = false;
  380. AdjustHeight();
  381. }
  382. }
  383. break;
  384. case CharacterState.Rush:
  385. if (isAttack)
  386. {
  387. Attack_march();
  388. break;
  389. }
  390. if (!foot.TrigGround && !canFly)
  391. {
  392. if (rb.velocity.y > 0)
  393. {
  394. ChangeState(CharacterState.Rise);
  395. break;
  396. }
  397. else
  398. {
  399. ChangeState(CharacterState.Fall);
  400. break;
  401. }
  402. }
  403. if (leftDir.x < 0.3f && leftDir.x > -0.3f)
  404. {
  405. ChangeState(CharacterState.Idle);
  406. break;
  407. }
  408. if (leftDir.x > 0.3f)
  409. {
  410. //rb.velocity += Vector3.right * moveAcc * Time.deltaTime;
  411. rb.velocity = Vector3.right * runSpeed;
  412. //if (rb.velocity.x > maxMoveSpeed)
  413. //{
  414. // rb.velocity = new Vector3(maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  415. //}
  416. if (bodyTrans.localScale.x > 0)
  417. {
  418. Turn();
  419. }
  420. }
  421. else if (leftDir.x < -0.3f)
  422. {
  423. //rb.velocity -= Vector3.right * moveAcc * Time.deltaTime;
  424. rb.velocity = Vector3.left * runSpeed;
  425. //if (rb.velocity.x < -maxMoveSpeed)
  426. //{
  427. // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  428. //}
  429. if (bodyTrans.localScale.x < 0)
  430. {
  431. Turn();
  432. }
  433. }
  434. //AdjustHeight();
  435. break;
  436. case CharacterState.Rise:
  437. if (rb.velocity.y <= 0)
  438. {
  439. ChangeState(CharacterState.Fall);
  440. break;
  441. }
  442. //if (btnJumpPress || cacheJumpTime > 0)
  443. //{
  444. // if (!airJumped && rb.velocity.y < airJumpSpeed)
  445. // {
  446. // airJumped = true;
  447. // AirJump();
  448. // break;
  449. // }
  450. //}
  451. rb.velocity += Vector3.up * extraRiseGravity * Time.deltaTime;
  452. break;
  453. case CharacterState.Fall:
  454. if (foot.TrigGround || canFly)
  455. {
  456. ChangeState(CharacterState.Idle);
  457. break;
  458. }
  459. Vector3 velocity = rb.velocity;
  460. velocity.y += extraFallGravity * Time.deltaTime;
  461. if (leftDir.x > 0.3f)
  462. {
  463. velocity.x = moveSpeed;
  464. if (bodyTrans.localScale.x > 0)
  465. {
  466. Turn();
  467. }
  468. }
  469. else if (leftDir.x < -0.3f)
  470. {
  471. velocity.x = -moveSpeed;
  472. if (bodyTrans.localScale.x < 0)
  473. {
  474. Turn();
  475. }
  476. }
  477. rb.velocity = velocity;
  478. break;
  479. case CharacterState.Coma:
  480. pastComaTime += Time.deltaTime;
  481. if (pastComaTime >= comaTime)
  482. {
  483. ChangeState(CharacterState.Idle);
  484. }
  485. break;
  486. case CharacterState.Attack:
  487. if (attackTime <= 0)
  488. {
  489. if (isInSoulTower)
  490. {
  491. ChangeState(CharacterState.LockSoul);
  492. }
  493. else
  494. {
  495. ChangeState(CharacterState.Idle);
  496. }
  497. break;
  498. }
  499. rb.velocity = new Vector3(velocityAddition, rb.velocity.y, rb.velocity.z);
  500. break;
  501. case CharacterState.Die:
  502. if (dieKeepTime <= 0)
  503. {
  504. if (!isSpirit)
  505. {
  506. Corpse.allCorpsesNum += 1;
  507. Corpse.isChange = true;
  508. }
  509. gameObject.SetActive(false);
  510. break;
  511. }
  512. break;
  513. case CharacterState.Weak:
  514. if (rb.velocity.magnitude > 1)
  515. {
  516. if (!isBeBlownUp)
  517. {
  518. isBeBlownUp = true;
  519. ani.Play("hitted", 0, 0);
  520. aniCollider.Play("Hurt", 0, 0);
  521. }
  522. Vector3 vel = rb.velocity;
  523. if (foot.TrigGround && vel.y <= 0)
  524. {
  525. vel = Vector3.zero;
  526. }
  527. else
  528. {
  529. vel.x -= vel.x * decelerationRatio * Time.deltaTime;
  530. vel.y += extraFallGravity * Time.deltaTime;
  531. }
  532. //vel.y = vel.y * (1 - decelerationRatio * Time.deltaTime);
  533. //vel.x = vel.x * (1 - decelerationRatio * Time.deltaTime);
  534. rb.velocity = vel;
  535. }
  536. else
  537. {
  538. if (isBeBlownUp)
  539. {
  540. isBeBlownUp = false;
  541. }
  542. if (weakTime <= -0.1)
  543. {
  544. if (upFirstAfterWeaknessOrNot)
  545. {
  546. if (AdjustHeight())
  547. {
  548. ChangeState(CharacterState.Idle);
  549. }
  550. else
  551. {
  552. if (ani.GetCurrentAnimatorClipInfo(0)[0].clip.name != "walk")
  553. {
  554. ani.Play("walk", 0, 0);
  555. aniCollider.Play("Walk", 0, 0);
  556. }
  557. }
  558. }
  559. else
  560. {
  561. ChangeState(CharacterState.Idle);
  562. }
  563. break;
  564. }
  565. else
  566. {
  567. if (ani.GetCurrentAnimatorClipInfo(0)[0].clip.name != "weak")
  568. {
  569. ani.Play("weak", 0, 0);
  570. aniCollider.Play("Weak", 0, 0);
  571. rb.velocity = Vector3.zero;
  572. }
  573. }
  574. }
  575. break;
  576. case CharacterState.BaGua:
  577. if (adsorbTime < 0.5)
  578. {
  579. adsorbTime += Time.deltaTime * adsorbSpeed;
  580. transform.position = Vector3.Lerp(transform.position, adsorbTarget, adsorbTime);
  581. }
  582. else
  583. {
  584. transform.position = adsorbTarget;
  585. if (effectPrefab != null)
  586. {
  587. GameObject effect = Instantiate(effectPrefab);
  588. effect.transform.position = transform.position;
  589. }
  590. if (!isSpirit)
  591. {
  592. Corpse.allCorpsesNum += 1;
  593. Corpse.isChange = true;
  594. }
  595. gameObject.SetActive(false);
  596. }
  597. break;
  598. case CharacterState.LockSoul:
  599. if (!isReturnSoulTower)
  600. {
  601. if (targetCharacter != null && targetCharacter.gameObject.layer == 8 && targetCharacter.isInSoulTower)
  602. {
  603. ChangeState(CharacterState.Idle);
  604. }
  605. else
  606. {
  607. isReturnSoulTower = true;
  608. }
  609. }
  610. else
  611. {
  612. if (transform.position.x - origSoulPos.x >= 0.2f)
  613. {
  614. rb.velocity = Vector3.right * (-moveSpeed + velocityAddition);
  615. if (bodyTrans.localScale.x < 0)
  616. {
  617. Turn();
  618. }
  619. }
  620. else if (origSoulPos.x - transform.position.x >= 0.2f)
  621. {
  622. rb.velocity = Vector3.right * (moveSpeed + velocityAddition);
  623. if (bodyTrans.localScale.x > 0)
  624. {
  625. Turn();
  626. }
  627. }
  628. else
  629. {
  630. ani.Play("idle", 0, 0);
  631. aniCollider.Play("Idle", 0, 0);
  632. rb.velocity = Vector3.zero;
  633. transform.position = origSoulPos;
  634. isReturnSoulTower = false;
  635. targetCharacter = null;
  636. FaceToEneTower();
  637. }
  638. //锁魂塔内使魔返回原地过程中扫描到敌人时,停止返回并索敌攻击
  639. if (targetCharacter != null && targetCharacter.gameObject.layer == 8 && targetCharacter.isInSoulTower)
  640. {
  641. ChangeState(CharacterState.Idle);
  642. }
  643. }
  644. break;
  645. default:
  646. break;
  647. }
  648. }
  649. private void FaceToEneTower()
  650. {
  651. float dis = 1000000;
  652. GameObject to = null;
  653. foreach (GameObject g in TowerMap.enemyTowers)
  654. {
  655. float k = Vector3.Distance(g.transform.position, transform.position);
  656. if (k < dis)
  657. {
  658. dis = k;
  659. to = g;
  660. }
  661. }
  662. if (to != null && to.transform.position.x < transform.position.x)
  663. {
  664. if (bodyTrans.localScale.x < 0)
  665. {
  666. Turn();
  667. }
  668. }
  669. else
  670. {
  671. if (bodyTrans.localScale.x > 0)
  672. {
  673. Turn();
  674. }
  675. }
  676. }
  677. public override void ChangeState(CharacterState newState)
  678. {
  679. if (state == newState || state == CharacterState.BaGua)
  680. {
  681. return;
  682. }
  683. switch (state)
  684. {
  685. case CharacterState.Idle:
  686. break;
  687. case CharacterState.Run:
  688. rb.velocity = Vector3.zero;
  689. break;
  690. case CharacterState.Rush:
  691. rb.velocity = Vector3.zero;
  692. break;
  693. case CharacterState.Rise:
  694. if (!canFly)
  695. {
  696. bodyCollider.SetActive(true);
  697. }
  698. break;
  699. case CharacterState.Fall:
  700. rb.velocity = Vector3.zero;
  701. break;
  702. //case CharacterState.Hurt:
  703. // break;
  704. case CharacterState.Coma:
  705. canMove = true;
  706. break;
  707. case CharacterState.Attack:
  708. aniCollider.Play("NotAttack", 1, 0);
  709. break;
  710. case CharacterState.Die:
  711. isDie = false;
  712. break;
  713. case CharacterState.Weak:
  714. beRepelValue = totalBeRepelValue;
  715. newTotalWeakTime = totalWeakTime;
  716. if (canFly)
  717. {
  718. rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezePositionY;
  719. rb.useGravity = false;
  720. }
  721. break;
  722. case CharacterState.Float:
  723. canMove = true;
  724. break;
  725. case CharacterState.LockSoul:
  726. //isReturnSoulTower = true;
  727. break;
  728. default:
  729. break;
  730. }
  731. CharacterState oldState = state;
  732. state = newState;
  733. switch (newState)
  734. {
  735. case CharacterState.Idle:
  736. ani.Play("idle", 0, 0);
  737. aniCollider.Play("Idle", 0, 0);
  738. rb.velocity = Vector3.zero;
  739. //animalAni.SetInteger("state", (int)PlayerState.Idle);
  740. break;
  741. case CharacterState.Run:
  742. ani.Play("walk", 0, 0);
  743. aniCollider.Play("Walk", 0, 0);
  744. //animalAni.SetInteger("state", (int)PlayerState.Walk);
  745. break;
  746. case CharacterState.Rush:
  747. ani.Play("rush", 0, 0);
  748. aniCollider.Play("Rush", 0, 0);
  749. break;
  750. case CharacterState.Rise:
  751. aniCollider.Play("Rise", 0, 0);
  752. break;
  753. case CharacterState.Fall:
  754. ani.Play("fall", 0, 0);
  755. aniCollider.Play("Fall", 0, 0);
  756. //animalAni.SetInteger("state", (int)PlayerState.Fall);
  757. break;
  758. //case CharacterState.Hurt:
  759. // ani.Play("hitted", 0, 0);
  760. // aniCollider.Play("Hurt", 0, 0);
  761. // invincibleTime = totalInvincibleTime;
  762. // hurtKeepTime = minHurtKeepTime;
  763. // //ani.Play("Invincible", 2, 0);
  764. // break;
  765. case CharacterState.Coma:
  766. //ani.Play("Coma", 0, 0);
  767. ani.Play("idle", 0, 0);
  768. aniCollider.Play("Idle", 0, 0);
  769. pastComaTime = 0;
  770. rb.velocity = Vector3.zero;
  771. break;
  772. case CharacterState.Attack:
  773. break;
  774. case CharacterState.Die:
  775. ani.Play("die", 0, 0);
  776. aniCollider.Play("Die", 0, 0);
  777. isDie = true;
  778. dieKeepTime = totalDieKeepTime;
  779. break;
  780. case CharacterState.Weak:
  781. weakTime = newTotalWeakTime;
  782. rb.AddForce(weakForce);
  783. if (canFly)
  784. {
  785. rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ;
  786. rb.useGravity = true;
  787. flyHeight = Random.Range(minHeight, maxHeight);
  788. }
  789. break;
  790. case CharacterState.Float:
  791. canMove = false;
  792. break;
  793. case CharacterState.BaGua:
  794. rb.velocity = Vector3.zero;
  795. ani.Play("idle", 0, 0);
  796. aniCollider.Play("Idle", 0, 0);
  797. DropSouls();
  798. break;
  799. case CharacterState.LockSoul:
  800. rb.velocity = Vector3.zero;
  801. ani.Play("walk", 0, 0);
  802. aniCollider.Play("Walk", 0, 0);
  803. //FaceToEneTower();
  804. break;
  805. default:
  806. break;
  807. }
  808. }
  809. public override void Attack_summon()
  810. {
  811. base.Attack_summon();
  812. Vector3 moveDir;
  813. if (PlayersInput.instance[playerID].bodyTrans.localScale.x > 0)
  814. {
  815. moveDir = Vector3.left;
  816. }
  817. else
  818. {
  819. moveDir = Vector3.right;
  820. }
  821. if (moveDir.x > 0.3f)
  822. {
  823. if (bodyTrans.localScale.x > 0)
  824. {
  825. Turn();
  826. }
  827. }
  828. else if (moveDir.x < -0.3f)
  829. {
  830. if (bodyTrans.localScale.x < 0)
  831. {
  832. Turn();
  833. }
  834. }
  835. invincibleTime = totalAttack_summonTime;
  836. attackTarget = targetCharacter;
  837. }
  838. public override void Attack_march()
  839. {
  840. base.Attack_march();
  841. attackTarget = targetCharacter;
  842. }
  843. public void DropSouls()
  844. {
  845. int dropSoulNum = Random.Range(dropSoulMin, dropSoulMax + 1);
  846. if (dropSoulNum > 1)
  847. {
  848. for (int i = 0; i < dropSoulNum; i++)
  849. {
  850. float angleInterval = dropSoulAngle / (float)(dropSoulNum - 1);
  851. float angle = 90 + ((float)i - (float)(dropSoulNum - 1) / 2) * angleInterval;
  852. angle = angle / 180 * Mathf.PI;
  853. GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
  854. Vector3 dir = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0);
  855. Soul soul = soulObj.GetComponent<Soul>();
  856. soul.Burst(dir * soulStartSpeed);
  857. }
  858. }
  859. else
  860. {
  861. GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
  862. Vector3 dir = Vector3.up;
  863. Soul soul = soulObj.GetComponent<Soul>();
  864. soul.Burst(dir * soulStartSpeed);
  865. }
  866. }
  867. }