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- using Spine.Unity;
- using Spine;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using Sirenix.OdinInspector;
- public class Demonic : MoveCharacter
- {
- [FoldoutGroup("组件")] [DisplayOnly]public SearchState searchState;
- [Header("友方单位属性")]
- public SoldierType soldierType; //当前士兵属于什么兵种
- public PlayerController player; //召唤师
- public int playerID;
- public int id;
- public float costMp = 10;
- public bool isBack = false; //往反方向走
- public int baseSortingOrder;
- public float runSpeed;
- public float summonTime;
- private bool isFreeze; //冻结rb
- [Header("锁魂塔")]
- public bool isReturnSoulTower;
- public Vector3 origSoulPos;
- public bool isRecorded;
- [Header("攻击")]
- [SerializeField]
- private int curAttackID;
- private AttackController.AttackMethod[] am;
- private int len;
- private float pastAttackTime;
- private bool isConAttack; //连续攻击,不切idle动画
- [Header("八卦")]
- public float adsorbSpeed; //八卦吸附的速度
- [HideInInspector] public Vector3 adsorbTarget; //八卦胖子吸附时目标位置的X
- private float adsorbTime; //八卦吸附中的时间
- public GameObject effectPrefab; //八卦卦象效果
- [Header("掉落魂")]
- public int dropSoulMax = 3;
- public int dropSoulMin = 1;
- public float dropSoulAngle = 60f;
-
- private void Start()
- {
- am = attackController.attackMethod;
- len = am.Length;
- }
- private void OnDisable()
- {
- PlayersInput.instance[playerID].OnDemonicRecycle(this);
- curAttackID = 0;
- }
- public override void FixedUpdate()
- {
- OnSearchState();
- OnState();
- }
- public bool SearchTarget()
- {
- targetCharacter = searchTrigger.GetMinDisTarget(attackController.targetTypes, attackController.canHitFly,attackController.curAttackMethod.searchMode);
- if (targetCharacter != null)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- public void ChangeSearchState(SearchState newState)
- {
- switch (searchState)
- {
- case SearchState.NoTarget:
- break;
- case SearchState.InSearchScope:
- break;
- case SearchState.InAttackScope:
- break;
- default:
- break;
- }
- searchState = newState;
- switch (searchState)
- {
- case SearchState.NoTarget:
- targetCharacter = null;
- break;
- case SearchState.InSearchScope:
- break;
- case SearchState.InAttackScope:
- break;
- default:
- break;
- }
- }
- public void OnSearchState()
- {
- switch (searchState)
- {
- case SearchState.NoTarget:
- if (SearchTarget())
- {
- ChangeSearchState(SearchState.InSearchScope);
- break;
- }
- //向玩家基地移动
- break;
- case SearchState.InSearchScope:
- if (!SearchTarget())
- {
- targetCharacter = null;
- ChangeSearchState(SearchState.NoTarget);
- break;
- }
- attackDis = attackController.attackDistance + targetCharacter.beHitDistance;
- if (targetCharacter != null && Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) <= attackDis)
- {
- ChangeSearchState(SearchState.InAttackScope);
- break;
- }
- break;
- case SearchState.InAttackScope:
- if (targetCharacter != null)
- {
- //判断是否在射程夹角内
- AttackController.AttackMethod am = attackController.curAttackMethod;
- if (am.attackType == AttackController.AttackType.Shoot && am.id != 0)
- {
- Vector3 dir = targetCharacter.beSearchTrigger.transform.position - transform.position;
- float angle = Vector3.Angle(dir, Vector3.left * bodyTrans.localScale.x);
- if ((dir.y > 0 && angle > am.maxUpAngle) || (dir.y < 0 && angle > am.maxDownAngle))
- {
- ChangeSearchState(SearchState.NoTarget);
- break;
- }
- }
- attackDis = attackController.attackDistance + targetCharacter.beHitDistance;
- if (!targetCharacter.gameObject.activeInHierarchy || targetCharacter.isDie
- || Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) > attackDis)
- {
- ChangeSearchState(SearchState.NoTarget);
- }
- }
- else
- {
- ChangeSearchState(SearchState.NoTarget);
- }
- break;
- default:
- break;
- }
- }
- public override Vector3 GetMoveDir()
- {
- Vector3 moveDir = Vector3.zero;
- switch (searchState)
- {
- case SearchState.NoTarget:
- if (TowerMap.enemyTowers.Count == 0)
- {
- moveDir = Vector3.left;
- break;
- }
- float minDistance = Mathf.Infinity;
- int id = -1;
- for (int i = 0; i < TowerMap.enemyTowers.Count; i++)
- {
- EnemyTower enemyTower = TowerMap.enemyTowers[i].GetComponent<EnemyTower>();
- if (transform.position.y >
- enemyTower.transform.position.y + enemyTower.height)
- {
- continue;
- }
- float distance = Vector3.Distance(transform.position,
- TowerMap.enemyTowers[i].transform.position);
- if (distance < minDistance)
- {
- minDistance = distance;
- id = i;
- }
- }
- if (id == -1)
- {
- moveDir = Vector3.left;
- break;
- }
- if (bodyTrans.position.x > TowerMap.enemyTowers[id].transform.position.x)
- {
- moveDir = Vector3.left;
- }
- else
- {
- moveDir = Vector3.right;
- }
- break;
- case SearchState.InSearchScope:
- if (targetCharacter)
- {
- if (targetCharacter.transform.position.x - transform.position.x < 0)
- {
- moveDir = Vector3.left;
- }
- else
- {
- moveDir = Vector3.right;
- }
- }
- else
- {
- moveDir = Vector3.zero;
- }
- break;
- case SearchState.InAttackScope:
- if (targetCharacter)
- {
- if (targetCharacter.transform.position.x - transform.position.x < 0)
- {
- moveDir = Vector3.left;
- }
- else
- {
- moveDir = Vector3.right;
- }
- }
- else
- {
- moveDir = Vector3.zero;
- }
- break;
- default:
- break;
- }
- if (!isBack)
- {
- return moveDir;
- }
- return -moveDir;
- }
- public bool GetAttack()
- {
- if (searchState == SearchState.InAttackScope)
- {
- return true;
- }
- return false;
- }
- public override void OnState()
- {
- base.OnState();
- if (state == CharacterState.None)
- {
- return;
- }
- //hurtKeepTime -= Time.deltaTime;
- dieKeepTime -= Time.deltaTime;
- invincibleTime -= Time.deltaTime;
- pastAttackTime += Time.deltaTime;
- Vector3 leftDir = GetMoveDir();
- bool isAttack = GetAttack();
- Vector3 velocity = rb.velocity;
- Quaternion targetQt = Quaternion.Euler(Vector3.zero);
- switch (state)
- {
- case CharacterState.Idle:
- if (isAdjustHeight == 1)
- {
- ChangeState(CharacterState.Rise);
- break;
- }
- if (isAttack)
- {
- if (pastAttackTime >= attackController.attackInterval)
- {
- Attack_march();
- }
- }
- else
- {
- if (!foot.TrigGround && !canFly)
- {
- if (rb.velocity.y > 0)
- {
- ChangeState(CharacterState.Rise);
- break;
- }
- else
- {
- ChangeState(CharacterState.Fall);
- break;
- }
- }
- if (leftDir.x > 0.3f || leftDir.x < -0.3f)
- {
- ChangeState(CharacterState.Run);
- break;
- }
- velocity.x = velocityAddition;
- velocity.y = 0;
- if (!foot.haveGravity)
- {
- transform.position = new Vector3(transform.position.x, platformPosY, transform.position.z);
- targetQt = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, platformRotZ);
- }
- if (RotLerpTime < 1)
- {
- RotLerpTime += RotLerpSpeed * Time.deltaTime;
- transform.rotation = Quaternion.Lerp(transform.rotation, targetQt, RotLerpTime);
- }
- else
- {
- transform.rotation = targetQt;
- }
- rb.velocity = velocity;
- }
- break;
- case CharacterState.Run:
- if (isAttack)
- {
- if (pastAttackTime >= attackController.attackInterval)
- {
- Attack_march();
- }
- else
- {
- ChangeState(CharacterState.Idle);
- }
- }
- else
- {
- if (!foot.TrigGround && !canFly)
- {
- if (rb.velocity.y > 0)
- {
- ChangeState(CharacterState.Rise);
- break;
- }
- else
- {
- ChangeState(CharacterState.Fall);
- break;
- }
- }
- if (leftDir.x < 0.3f && leftDir.x > -0.3f)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- if (leftDir.x > 0.3f)
- {
- velocity.x = moveSpeed + velocityAddition;
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- }
- else if (leftDir.x < -0.3f)
- {
- velocity.x = -moveSpeed + velocityAddition;
-
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- velocity.y = 0;
- if (!foot.haveGravity)
- {
- transform.position = new Vector3(transform.position.x, platformPosY, transform.position.z);
- targetQt = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, platformRotZ);
- }
- if (RotLerpTime < 1)
- {
- RotLerpTime += RotLerpSpeed * Time.deltaTime;
- transform.rotation = Quaternion.Lerp(transform.rotation, targetQt, RotLerpTime);
- }
- else
- {
- transform.rotation = targetQt;
- }
- rb.velocity = velocity;
- AdjustHeight();
- }
- break;
- case CharacterState.Rush:
- if (isAttack)
- {
- if (pastAttackTime >= attackController.attackInterval)
- {
- Attack_march();
- }
- else
- {
- ChangeState(CharacterState.Idle);
- }
- }
- else
- {
- if (!foot.TrigGround && !canFly)
- {
- if (rb.velocity.y > 0)
- {
- ChangeState(CharacterState.Rise);
- break;
- }
- else
- {
- ChangeState(CharacterState.Fall);
- break;
- }
- }
- if (leftDir.x < 0.3f && leftDir.x > -0.3f)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- if (leftDir.x > 0.3f)
- {
- //rb.velocity += Vector3.right * moveAcc * Time.deltaTime;
- rb.velocity = Vector3.right * runSpeed;
- //if (rb.velocity.x > maxMoveSpeed)
- //{
- // rb.velocity = new Vector3(maxMoveSpeed, rb.velocity.y, rb.velocity.z);
- //}
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- }
- else if (leftDir.x < -0.3f)
- {
- //rb.velocity -= Vector3.right * moveAcc * Time.deltaTime;
- rb.velocity = Vector3.left * runSpeed;
- //if (rb.velocity.x < -maxMoveSpeed)
- //{
- // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
- //}
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- }
- break;
- case CharacterState.Rise:
- if (isAdjustHeight == 1)
- {
- AdjustHeight();
- }
- else if(isAdjustHeight == 2)
- {
- ChangeState(CharacterState.Idle);
- isAdjustHeight = 0;
- }
- else
- {
- if (rb.velocity.y <= 0)
- {
- ChangeState(CharacterState.Fall);
- break;
- }
- rb.velocity += Vector3.up * extraRiseGravity * Time.deltaTime;
- }
- break;
- case CharacterState.Fall:
- if (foot.TrigGround || canFly)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- velocity.y += extraFallGravity * Time.deltaTime;
- if (leftDir.x > 0.3f)
- {
- velocity.x = moveSpeed;
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- }
- else if (leftDir.x < -0.3f)
- {
- velocity.x = -moveSpeed;
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- rb.velocity = velocity;
- break;
- case CharacterState.Attack:
- attackController.JudgeTriggerOnOff();
- if (attackController.attackTime <= 0)
- {
- if (isInSoulTower)
- {
- ChangeState(CharacterState.LockSoul);
- }
- else
- {
- isAttack = GetAttack();
- if (isAttack)
- {
- isConAttack = true;
- }
- ChangeState(CharacterState.Idle);
- }
- break;
- }
- if (!foot.haveGravity)
- {
- targetQt = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, platformRotZ);
- }
- if (RotLerpTime < 1)
- {
- RotLerpTime += RotLerpSpeed * Time.deltaTime;
- transform.rotation = Quaternion.Lerp(transform.rotation, targetQt, RotLerpTime);
- }
- else
- {
- transform.rotation = targetQt;
- }
- rb.velocity = new Vector3(velocityAddition, rb.velocity.y, rb.velocity.z);
- break;
- case CharacterState.Die:
- if (dieKeepTime <= 0)
- {
- gameObject.SetActive(false);
- break;
- }
- break;
- case CharacterState.LockSoul:
- if (!isReturnSoulTower)
- {
- if (targetCharacter != null && targetCharacter.gameObject.layer == 8 && targetCharacter.isInSoulTower)
- {
- ChangeState(CharacterState.Idle);
- }
- else
- {
- isReturnSoulTower = true;
- }
- }
- else
- {
- if (transform.position.x - origSoulPos.x >= 0.2f)
- {
- rb.velocity = Vector3.right * (-moveSpeed + velocityAddition);
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- else if (origSoulPos.x - transform.position.x >= 0.2f)
- {
- rb.velocity = Vector3.right * (moveSpeed + velocityAddition);
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- }
- else
- {
- ani.Play("idle", 0, 0);
- rb.velocity = Vector3.zero;
- transform.position = origSoulPos;
- isReturnSoulTower = false;
- targetCharacter = null;
- FaceToEneTower();
- }
- //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
- if (targetCharacter != null && targetCharacter.gameObject.layer == 8 && targetCharacter.isInSoulTower)
- {
- ChangeState(CharacterState.Idle);
- }
- }
- break;
- case CharacterState.HitStun:
- hitFeedbackSystem.HitStunUpdate();
- break;
- case CharacterState.SpecialStatus_Float:
- attributeStatus.SpecialStateEffect(SpecialState.FloatState);
- break;
- case CharacterState.SpecialStatus_BlowUp:
- attributeStatus.SpecialStateEffect(SpecialState.BlownUp);
- break;
- case CharacterState.SpecialStatus_ShotDown:
- attributeStatus.SpecialStateEffect(SpecialState.ShotDown);
- break;
- case CharacterState.SpecialStatus_Weak:
- attributeStatus.SpecialStateEffect(SpecialState.Weak);
- break;
- default:
- break;
- }
- }
- private void FaceToEneTower()
- {
- float dis = 1000000;
- GameObject to = null;
- foreach (GameObject g in TowerMap.enemyTowers)
- {
- float k = Vector3.Distance(g.transform.position, transform.position);
- if (k < dis)
- {
- dis = k;
- to = g;
- }
- }
- if (to != null && to.transform.position.x < transform.position.x)
- {
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- else
- {
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- }
- }
- public override void ChangeState(CharacterState newState)
- {
- if (state == newState)
- {
- return;
- }
- switch (state)
- {
- case CharacterState.Idle:
- //transform.rotation = Quaternion.Euler(Vector3.zero);
- break;
- case CharacterState.Run:
- //transform.rotation = Quaternion.Euler(Vector3.zero);
- rb.velocity = Vector3.zero;
- break;
- case CharacterState.Rush:
- rb.velocity = Vector3.zero;
- break;
- case CharacterState.Rise:
- if (!canFly)
- {
- bodyCollider.SetActive(true);
- }
- break;
- case CharacterState.Fall:
- rb.velocity = Vector3.zero;
- break;
- case CharacterState.Attack:
- if (isFreeze)
- {
- rb.constraints = RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotation;
- }
- attackController.ChooseAttack(curAttackID);
- attackController.isAttackTriggerOn = false;
- attackController.attackTrigger.gameObject.SetActive(false);
- break;
- case CharacterState.Die:
- isDie = false;
- break;
- case CharacterState.LockSoul:
- //isReturnSoulTower = true;
- break;
- default:
- break;
- }
- state = newState;
- switch (newState)
- {
- case CharacterState.Idle:
- if (!isConAttack)
- {
- ani.Play("idle", 0, 0);
- }
- rb.velocity = Vector3.zero;
- isConAttack = false;
- //animalAni.SetInteger("state", (int)PlayerState.Idle);
- break;
- case CharacterState.Run:
- ani.Play("walk", 0, 0);
- //animalAni.SetInteger("state", (int)PlayerState.Walk);
- break;
- case CharacterState.Rush:
- ani.Play("rush", 0, 0);
- break;
- case CharacterState.Fall:
- ani.Play("fall", 0, 0);
- //animalAni.SetInteger("state", (int)PlayerState.Fall);
- break;
- case CharacterState.Attack:
- break;
- case CharacterState.Die:
- ani.Play("die", 0, 0);
- isDie = true;
- dieKeepTime = totalDieKeepTime;
- break;
- case CharacterState.LockSoul:
- rb.velocity = Vector3.zero;
- ani.Play("walk", 0, 0);
- //FaceToEneTower();
- break;
- default:
- break;
- }
- }
- public void Attack_summon()
- {
- if (needToAdjustFlyHeight && canFly)
- {
- flyHeight = Random.Range(minFlyHeight, maxFlyHeight);
- isAdjustHeight = 1;
- }
- if (!canFly)
- {
- rb.constraints = RigidbodyConstraints.FreezeAll;
- isFreeze = true;
- }
- attackController.Attack_summon();
- Vector3 moveDir;
- if (PlayersInput.instance[playerID].bodyTrans.localScale.x > 0)
- {
- moveDir = Vector3.left;
- }
- else
- {
- moveDir = Vector3.right;
- }
- if (moveDir.x > 0.3f)
- {
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- }
- else if (moveDir.x < -0.3f)
- {
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- invincibleTime = totalAttack_summonTime;
- attackTarget = targetCharacter;
- curAttackID = 1;
- }
- public virtual void Attack_march()
- {
- attackController.Attack_march(curAttackID);
- if (curAttackID + 1 < len)
- {
- curAttackID += 1;
- }
- else if (am[0].id == 0)
- {
- curAttackID = 1;
- }
- else
- {
- curAttackID = 0;
- }
- attackTarget = targetCharacter;
- pastAttackTime = 0;
- }
- public void DropSouls()
- {
- int dropSoulNum = Random.Range(dropSoulMin, dropSoulMax + 1);
- if (dropSoulNum > 1)
- {
- for (int i = 0; i < dropSoulNum; i++)
- {
- float angleInterval = dropSoulAngle / (float)(dropSoulNum - 1);
- float angle = 90 + ((float)i - (float)(dropSoulNum - 1) / 2) * angleInterval;
- angle = angle / 180 * Mathf.PI;
- GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
- Vector3 dir = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0);
- Soul soul = soulObj.GetComponent<Soul>();
- soul.Burst(dir * soulStartSpeed);
- }
- }
- else
- {
- GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
- Vector3 dir = Vector3.up;
- Soul soul = soulObj.GetComponent<Soul>();
- soul.Burst(dir * soulStartSpeed);
- }
- }
- }
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