BlackUmbrella.cs 8.1 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using Sirenix.OdinInspector;
  5. using UnityEngine.Events;
  6. public class BlackUmbrella : MonoBehaviour
  7. {
  8. public enum UmbrellaState
  9. {
  10. none,
  11. appear, //出现,原地动画
  12. sprint, //飞出去
  13. stay, //停在目标点
  14. back, //收回
  15. disappear, //消失前原地动画
  16. }
  17. [DisplayOnly]
  18. public UmbrellaState umbrellaState; //当前黑伞的状态
  19. [HideInInspector]
  20. public Transform umbrellaOrigPos;
  21. private Vector3 origPos;
  22. [HideInInspector]
  23. public Transform umbrellaBackPos;
  24. public Transform owner;
  25. WaterSprite ws;
  26. private Animator ani;
  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. public UnityAction OnBack;
  58. private void Start()
  59. {
  60. if (ani == null)
  61. {
  62. ani = GetComponent<Animator>();
  63. ws = owner.GetComponent<WaterSprite>();
  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. OnBack?.Invoke();
  115. break;
  116. case UmbrellaState.disappear:
  117. break;
  118. }
  119. }
  120. private void OnUmbrellaState()
  121. {
  122. umbrePastTime += Time.deltaTime;
  123. switch (umbrellaState)
  124. {
  125. case UmbrellaState.appear:
  126. if (umbrePastTime >= appearTime)
  127. {
  128. umbrePastTime = 0;
  129. ChangeUmbrellaState(UmbrellaState.sprint);
  130. }
  131. break;
  132. case UmbrellaState.sprint:
  133. float distanceCovered = umbrePastTime * initialSpeed;
  134. float fraction = distanceCovered / attackDis;
  135. float dec = 1 - (1 - fraction) * (1 - fraction);
  136. transform.position = Vector3.Lerp(origPos, aimPos, dec);
  137. if (Mathf.Abs(transform.position.x - aimPos.x) <= 0.2f)
  138. {
  139. transform.position = aimPos;
  140. umbrePastTime = 0;
  141. ChangeUmbrellaState(UmbrellaState.stay);
  142. }
  143. break;
  144. case UmbrellaState.stay:
  145. aimPos.y = pc.bodyTrans.position.y;
  146. transform.position = Vector3.MoveTowards(transform.position, aimPos, 9f * Time.deltaTime);
  147. if (umbrePastTime >= stayTime)
  148. {
  149. transform.position = aimPos;
  150. umbrePastTime = 0;
  151. allTime--;
  152. if (allTime > 0)
  153. {
  154. ChangeUmbrellaState(UmbrellaState.sprint);
  155. }
  156. else
  157. {
  158. ChangeUmbrellaState(UmbrellaState.back);
  159. }
  160. }
  161. break;
  162. case UmbrellaState.back:
  163. float t2 = Mathf.Clamp01(umbrePastTime / backTime);
  164. float smoothT2 = Mathf.SmoothStep(0, 1, t2);
  165. transform.position = Vector3.Lerp(aimPos, umbrellaBackPos.position, smoothT2);
  166. if (umbrePastTime >= backTime)
  167. {
  168. umbrePastTime = 0;
  169. hasBackAni = false;
  170. ws.isHoldingUmbre = true;
  171. ChangeUmbrellaState(UmbrellaState.disappear);
  172. }
  173. else if (!hasBackAni && umbrePastTime >= backTime - 0.6f)
  174. {
  175. hasBackAni = true;
  176. attackCon.isUmbrellaBack = true;
  177. ws.isHoldingUmbre = true;
  178. }
  179. break;
  180. case UmbrellaState.disappear:
  181. if (umbrePastTime >= disappearTime)
  182. {
  183. umbrePastTime = 0;
  184. ChangeUmbrellaState(UmbrellaState.none);
  185. gameObject.SetActive(false);
  186. }
  187. break;
  188. }
  189. }
  190. private bool IsTargetVisible(GameObject target)
  191. {
  192. Camera camera = Camera.main;
  193. // 获取物体在视口中的位置(归一化坐标)
  194. Vector3 viewportPoint = camera.WorldToViewportPoint(target.transform.position);
  195. // 检查坐标是否在屏幕范围内(0-1之间)
  196. bool inCameraView = viewportPoint.x >= 0 && viewportPoint.x <= 1 &&
  197. viewportPoint.y >= 0 && viewportPoint.y <= 1 &&
  198. viewportPoint.z > 0; // z>0 表示在相机前方
  199. return inCameraView;
  200. }
  201. private void ShowTip()
  202. {
  203. if (!effectIns)
  204. {
  205. effectIns = PoolManager.Instantiate(effect, Camera.main.transform);
  206. effectIns.GetComponent<Bullet>().owner = ws;
  207. }
  208. if (!IsTargetVisible(gameObject))
  209. {
  210. if (gameObject.transform.position.x > pc.transform.position.x)
  211. {
  212. effectIns.transform.localPosition = new Vector3(rightX, 0, 16);
  213. Vector3 pos = effectIns.transform.position;
  214. pos.y = gameObject.transform.position.y;
  215. effectIns.transform.position = pos;
  216. effectIns.transform.localEulerAngles = new Vector3(0.8f, 0.1f, 1);
  217. }
  218. else
  219. {
  220. effectIns.transform.localPosition = new Vector3(leftX, 0, 16);
  221. Vector3 pos = effectIns.transform.position;
  222. pos.y = gameObject.transform.position.y;
  223. effectIns.transform.position = pos;
  224. effectIns.transform.localEulerAngles = new Vector3(-0.8f, 0.1f, 1);
  225. }
  226. effectIns.SetActive(true);
  227. }
  228. else
  229. {
  230. effectIns.SetActive(false);
  231. }
  232. }
  233. private void Update()
  234. {
  235. OnUmbrellaState();
  236. ShowTip();
  237. }
  238. }