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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using TMPro;
- using System;
- using Random = UnityEngine.Random;
- 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
- private float intervalTimePast;
- public float intervalTimeSell; //卖串的间隔时间
- private bool isInterval = false; //开始计算间隔时间
- 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 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
- public float larger; //顾客变大的程度
- private GameObject target;
- public SearchTrigger searchtrigger;
- public GameObject lockEffect;
- private GameObject curLock;
- //public GameObject cookKillEffect;
- private float pastTime;
- public float cookTime;
- public float seizeTime;
- public float chargeTime;
- private float destX;
- public enum cookState
- {
- sell = 0,
- run = 1,
- seize = 2, //抓住
- back = 3,
- cook = 4,
- first = 5, //刚出生
- }
- 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 List<GameObject>();
- destX = DestinationX();
- text.text = chuan.ToString();
- ene.noOnSearchState = true;
- //curLock = Instantiate(lockEffect, cook.transform.position, new Quaternion(0, 0, 0, 0), cook.transform);
- }
- private float DestinationX()
- {
- float x = Random.Range(minX, maxX);
- return x;
- }
- private void ToRush()
- {
- ChangeState(cookState.run);
- }
- private void TargetInteract()
- {
- }
- private void OnTriggerEnter(Collider other)
- {
- //路过发串
- if (state == cookState.sell && (other.gameObject.layer == 7 || other.gameObject.layer == 8 || other.gameObject.layer == 6))
- {
- if (!isInterval && chuan > 0)
- {
- GameObject ga = other.transform.parent.parent.parent.gameObject;
- Character ca = ga.GetComponent<Character>();
- if (!ca.cooks.Exists(T => T == gameObject))
- {
- isInterval = true;
- chuan -= 1;
- text.text = chuan.ToString();
- ani.Play("attack_march", 0, 0);
- ca.HpUp(value, larger);
- ca.cooks.Add(gameObject);
- //count += 1;
- //Instantiate(effect, ga.transform.position, new Quaternion(0, 0, 0, 0), ga.transform);
- if (chuan == 0)
- {
- ani.Play("charge", 0, 0);
- Invoke("ToRush", chargeTime);
- }
- }
- }
- }
- //抓人
- else if (state == cookState.run)
- {
- if (other.gameObject.layer == 6 || other.gameObject.layer == 7)
- {
- food = other.transform.parent.parent.parent.gameObject;
- if (food.layer == 7 && !food.GetComponent<Demonic>().isDie)
- {
- food.GetComponent<Demonic>().ChangeState(CharacterState.Coma);
- //cookKillEffect.SetActive(true);
- ChangeState(cookState.seize);
- }
- else if (food.layer == 6 && !food.GetComponent<PlayerController>().isDie)
- {
- food.GetComponent<PlayerController>().ChangeState(CharacterState.Coma);
- //cookKillEffect.SetActive(true);
- ChangeState(cookState.seize);
- }
- chuan = food.GetComponent<Character>().cookNum;
- text.text = chuan.ToString();
- }
- }
- //回家卖串
- else if (state == cookState.back && other.gameObject.layer == 8)
- {
- ChangeState(cookState.cook);
- }
- }
- private void ChangeState(cookState cs)
- {
- switch (cs)
- {
- //卖串中
- case cookState.sell:
- dia.SetActive(true);
- ene.isBack = false;
- ene.canMove = false;
- //不能被攻击
- foreach (GameObject g in colliders)
- {
- g.SetActive(false);
- }
- break;
- //冲刺中
- case cookState.run:
- dia.SetActive(false);
- foreach (GameObject g in colliders)
- {
- g.SetActive(true);
- }
- ene.canMove = true;
- ene.ChangeState(CharacterState.Rush);
- break;
- //抓住你啦
- case cookState.seize:
- ene.canMove = false;
- break;
- //鲨人中
- case cookState.cook:
- ene.canMove = false;
- ani.Play("attack_march", 0, 0);
- break;
- //返回中
- case cookState.back:
- ene.canMove = true;
- ene.isBack = true;
- break;
- //首次登场
- case cookState.first:
- dia.SetActive(false);
- ene.canMove = true;
- foreach (GameObject g in colliders)
- {
- g.SetActive(true);
- }
- break;
- default:
- break;
- }
- state = cs;
- }
- private void AimAtPlayer()
- {
- lockEffect.transform.position = transform.position;
- }
- private void StateAct(cookState cs)
- {
- switch (cs)
- {
- case cookState.back:
- if (cook.transform.position.x <= destX)
- {
- ChangeState(cookState.cook);
- }
- break;
- case cookState.cook:
- pastTime += Time.deltaTime;
- if (pastTime >= cookTime)
- {
- pastTime = 0;
- ChangeState(cookState.sell);
- }
- break;
- case cookState.run:
- //ene.targetCharacter = target.GetComponent<Character>();
- break;
- case cookState.sell:
- break;
- case cookState.first:
- if (cook.transform.position.x >= destX)
- {
- ChangeState(cookState.sell);
- }
- break;
- case cookState.seize:
- pastTime += Time.deltaTime;
- if (pastTime >= seizeTime)
- {
- pastTime = 0;
- ChangeState(cookState.back);
- }
- break;
- default:
- break;
- }
- }
- private void Update()
- {
- if (!isAct)
- {
- activeTime += Time.deltaTime;
- if (activeTime >= activeAniTime)
- {
- dia.SetActive(true);
- isAct = true;
- col.enabled = true;
- ChangeState(cookState.first);
- }
- }
- else
- {
- StateAct(state);
- }
- if (isInterval)
- {
- intervalTimePast += Time.deltaTime;
- if (intervalTimePast >= intervalTimeSell)
- {
- intervalTimePast = 0;
- isInterval = false;
- }
- }
- }
- }
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