WaterSprite.cs 5.5 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using Sirenix.OdinInspector;
  5. public class WaterSprite : Boss
  6. {
  7. public enum AttackMethods
  8. {
  9. Move, //移动,浮空+点水,动画控制高度,代码控制位移x;点水处生化
  10. Umbrella, //黑伞回旋镖
  11. Lotus, //召唤莲花
  12. Hair, //辫子攻击
  13. Rush, //水面冲刺
  14. }
  15. public enum BossStage
  16. {
  17. waterSprite, //水诡形态
  18. polliwog, //蝌蚪形态
  19. }
  20. [System.Serializable]
  21. public struct AttackAssignment
  22. {
  23. public AttackMethods attack;
  24. public int weight; //权重
  25. }
  26. [System.Serializable]
  27. public struct BossAttackType
  28. {
  29. public AttackCategories category;
  30. public AttackAssignment[] attacks;
  31. }
  32. [Space(30)]
  33. [Header("水诡白家娘娘")]
  34. [Header("攻击配置")]
  35. public BossAttackType[] attackConfigurations;
  36. private AttackMethods curAttackType;
  37. private WaterSpriteAttackController attack;
  38. [Header("移动")]
  39. private WaterSpriteJumpMove jumpMoveCS;
  40. [Header("变化形态")]
  41. [LabelText("召唤蝌蚪的数量")]
  42. public int polliNum; //召唤蝌蚪的数量
  43. [LabelText("召唤蝌蚪的脚本")]
  44. public PolliwogShot pws;
  45. private BossStage curBossStage;
  46. [Range(1,100)]
  47. [LabelText("血量到达多少百分比后切换蝌蚪形态")]
  48. public int[] changeStateHPPer; //每次转化形态的血量百分比预设
  49. private int nextAimHP; //下一个血量预设值
  50. private int changeHPID; //下一个是预设数组里的第几个
  51. [LabelText("过多久从蝌蚪形态切回水诡形态")]
  52. public float polliTime;
  53. private float pastPoliTime; //已经过去的蝌蚪时间
  54. public override void Init()
  55. {
  56. base.Init();
  57. attack = GetComponent<WaterSpriteAttackController>();
  58. jumpMoveCS = GetComponent<WaterSpriteJumpMove>();
  59. jumpMoveCS.ws = this;
  60. nextAimHP = (int)(changeStateHPPer[changeHPID] / 100f * totalHp);
  61. changeHPID++;
  62. }
  63. public void ChangeStage(BossStage bs)
  64. {
  65. if (bs == curBossStage)
  66. {
  67. return;
  68. }
  69. curBossStage = bs;
  70. switch (bs)
  71. {
  72. case BossStage.waterSprite:
  73. if (changeHPID < changeStateHPPer.Length - 1)
  74. {
  75. nextAimHP = (int)(changeStateHPPer[changeHPID] / 100f * totalHp);
  76. changeHPID++;
  77. }
  78. else
  79. {
  80. nextAimHP = -1000;
  81. }
  82. bodyTrans.gameObject.SetActive(true);
  83. //所有蝌蚪消失
  84. pws.AllPoliDie();
  85. break;
  86. case BossStage.polliwog:
  87. bodyTrans.gameObject.SetActive(false);
  88. //在原地召唤一堆蝌蚪
  89. pws.Shoot(polliNum, bodyTrans.position);
  90. break;
  91. default:
  92. break;
  93. }
  94. }
  95. private void OnStage()
  96. {
  97. switch (curBossStage)
  98. {
  99. case BossStage.polliwog:
  100. pastPoliTime += Time.deltaTime;
  101. if (pastPoliTime >= polliTime)
  102. {
  103. ChangeStage(BossStage.waterSprite);
  104. pastPoliTime = 0;
  105. }
  106. break;
  107. }
  108. }
  109. public override void Update()
  110. {
  111. base.Update();
  112. OnStage();
  113. }
  114. //步步生花
  115. public override void ToMove()
  116. {
  117. jumpMoveCS.ToJump();
  118. }
  119. public override void OnMove()
  120. {
  121. jumpMoveCS.OnJumpMove();
  122. }
  123. public override void BeHit(AttackController.AttackMethod attackMethod, Character attackFrom, int damage = -1)
  124. {
  125. base.BeHit(attackMethod, attackFrom, damage);
  126. if (hp <= nextAimHP)
  127. {
  128. ChangeStage(BossStage.polliwog);
  129. }
  130. }
  131. public override void RandomAttackType(AttackCategories cate)
  132. {
  133. AttackAssignment[] attacks = attackConfigurations[(int)cate].attacks;
  134. int[] powers = new int[attacks.Length];
  135. for (int i = 0; i < attacks.Length; i++)
  136. {
  137. powers[i] = attacks[i].weight;
  138. }
  139. int a = RandomWithWeight(powers);
  140. curAttackType = attacks[a].attack;
  141. }
  142. public override void Attack()
  143. {
  144. switch (curAttackType)
  145. {
  146. case AttackMethods.Move:
  147. jumpMoveCS.CountJumpTime();
  148. ChangeState(CharacterState.Run);
  149. break;
  150. case AttackMethods.Umbrella:
  151. ani.Play("shoot");
  152. attack.SkillBlackUmbrella();
  153. break;
  154. case AttackMethods.Hair:
  155. ani.Play("roar");
  156. attack.SkillHairSprint();
  157. ChangeBossState(BossState.invincible);
  158. break;
  159. default:
  160. break;
  161. }
  162. }
  163. public override void ClearAllSkills()
  164. {
  165. Debug.Log("清空技能对象");
  166. GameObject umbrella = attack.umbrellaInstance;
  167. if (umbrella)
  168. {
  169. umbrella.SetActive(false);
  170. }
  171. }
  172. public override void OnAttack()
  173. {
  174. switch (curAttackType)
  175. {
  176. case AttackMethods.Umbrella:
  177. if (spineEvent.isAttackOn)
  178. {
  179. spineEvent.isAttackOn = false;
  180. attack.BlackUmbrellaRelease();
  181. }
  182. attack.OnBlackUmbrella();
  183. break;
  184. case AttackMethods.Hair:
  185. break;
  186. default:
  187. break;
  188. }
  189. }
  190. }