ESpirits_Assassin.cs 11 KB

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  1. using UnityEngine;
  2. using Sirenix.OdinInspector;
  3. public class ESpirits_Assassin : Enemy
  4. {
  5. public enum ESpiritsState
  6. {
  7. None,
  8. Normal, //正常状态
  9. FindPlayer, //寻找主角位置
  10. Ready, //冲刺预警
  11. Rushing, //向主角方向冲刺中
  12. ReadyToDown, //准备落地斩
  13. Down, //落地斩
  14. DownEnd,
  15. }
  16. [FoldoutGroup("组件")] public GameObject aimPrefab;
  17. [FoldoutGroup("组件")] public AttackTrigger dashTrigger;
  18. [FoldoutGroup("角色信息")][DisplayOnly] public ESpiritsState eSpiritsState;
  19. [Space(30)]
  20. [Title("ESpirits_Assassin属性")]
  21. [DisplayOnly] public float time;
  22. public float attackCD;
  23. [FoldoutGroup("冲刺")] [LabelText("预警距离")] public float readyDistance;
  24. [FoldoutGroup("冲刺")] [LabelText("冲刺距离")] public float rushDistance;
  25. [FoldoutGroup("冲刺")] [LabelText("瞄准时间")] public float readyTime;
  26. [FoldoutGroup("冲刺")] [LabelText("冲刺速度")] public float rushSpeed;
  27. private Vector3 directionToTarget;
  28. private float angleToTarget;
  29. private Vector3 startRushPos;
  30. private float endTime;
  31. public AnimationClip fall_endAnimationClip;
  32. private int oldHitResistance;
  33. public override void Awake()
  34. {
  35. base.Awake();
  36. endTime = fall_endAnimationClip.length;
  37. oldHitResistance = hitResistance;
  38. }
  39. protected override void Start()
  40. {
  41. base.Start();
  42. len = 1;
  43. dashTrigger.attackInfo.damage = attackController.attackMethod[1].attackInfo.damage;
  44. }
  45. public override void Init()
  46. {
  47. base.Init();
  48. time = attackCD;
  49. }
  50. public override void OnState()
  51. {
  52. PlayerController playerController = PlayersInput.instance[0];
  53. switch (state)
  54. {
  55. case CharacterState.Idle:
  56. case CharacterState.Run:
  57. switch (eSpiritsState)
  58. {
  59. case ESpiritsState.Normal:
  60. time += Time.deltaTime;
  61. if (time > attackCD)
  62. {
  63. eSpiritsState = ESpiritsState.FindPlayer;
  64. }
  65. break;
  66. case ESpiritsState.FindPlayer:
  67. if (playerController && !playerController.isDie)
  68. {
  69. if(Vector3.Distance(playerController.transform.position, transform.position) < readyDistance)
  70. {
  71. eSpiritsState = ESpiritsState.Ready;
  72. state = CharacterState.Attack;
  73. rb.velocity = Vector3.zero;
  74. hitResistance = 100;
  75. attributeStatus.resistances.controlOrder = 1;
  76. bodyCollider.SetActive(false);
  77. rb.useGravity = false;
  78. ani.Play("charge", 0, 0);
  79. aimPrefab.transform.localScale = new Vector3(rushDistance / 1.5f, 1, 1);
  80. directionToTarget = (playerController.transform.position + Vector3.up - aimPrefab.transform.position).normalized;
  81. angleToTarget = Mathf.Atan2(directionToTarget.y, directionToTarget.x) * Mathf.Rad2Deg;
  82. aimPrefab.transform.rotation = Quaternion.Euler(0, 0, angleToTarget);
  83. aimPrefab.SetActive(true);
  84. time = 0;
  85. }
  86. }
  87. break;
  88. }
  89. break;
  90. case CharacterState.Attack:
  91. switch (eSpiritsState)
  92. {
  93. case ESpiritsState.Ready:
  94. directionToTarget =
  95. (playerController.transform.position + Vector3.up - aimPrefab.transform.position).normalized;
  96. angleToTarget = Mathf.Atan2(directionToTarget.y, directionToTarget.x) * Mathf.Rad2Deg;
  97. time += Time.deltaTime;
  98. if(directionToTarget.x > 0 && bodyTrans.localScale.x > 0
  99. || directionToTarget.x <0 && bodyTrans.localScale.x < 0)
  100. {
  101. Turn();
  102. }
  103. if(time > readyTime)
  104. {
  105. time = 0;
  106. aimPrefab.SetActive(false);
  107. ani.Play("attack_summon", 0, 0);
  108. //dashTrigger.SetActive(true);
  109. eSpiritsState = ESpiritsState.Rushing;
  110. transform.rotation = Quaternion.Euler(0, 0,
  111. bodyTrans.localScale.x > 0 ?
  112. angleToTarget - 180
  113. : angleToTarget);
  114. startRushPos = transform.position;
  115. attackController.ChooseAttack(0);
  116. dashTrigger.gameObject.SetActive(true);
  117. }
  118. break;
  119. case ESpiritsState.Rushing:
  120. rb.velocity = directionToTarget * rushSpeed;
  121. if(Vector3.Distance(startRushPos,transform.position) > rushDistance)
  122. {
  123. dashTrigger.gameObject.SetActive(false);
  124. rb.velocity = Vector3.zero;
  125. Quaternion targetQt = Quaternion.Euler(Vector3.zero);
  126. if (foot.TrigGround)
  127. {
  128. bodyCollider.SetActive(true);
  129. eSpiritsState = ESpiritsState.DownEnd;
  130. ani.Play("fall_end", 0, 0);
  131. rb.useGravity = true;
  132. if (!foot.haveGravity)
  133. {
  134. transform.position = new Vector3(transform.position.x, platformPosY, transform.position.z);
  135. targetQt = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, platformRotZ);
  136. }
  137. }
  138. else
  139. {
  140. eSpiritsState = ESpiritsState.ReadyToDown;
  141. ani.Play("charge", 0, 0);
  142. directionToTarget = Vector3.down;
  143. angleToTarget = 270;
  144. }
  145. transform.rotation = targetQt;
  146. time = 0;
  147. }
  148. break;
  149. case ESpiritsState.ReadyToDown:
  150. time += Time.deltaTime;
  151. if (time > readyTime)
  152. {
  153. ani.Play("attack_summon", 0, 0);
  154. transform.rotation = Quaternion.Euler(0, 0,
  155. bodyTrans.localScale.x > 0 ?
  156. angleToTarget - 180
  157. : angleToTarget);
  158. //dashTrigger.SetActive(true);
  159. eSpiritsState = ESpiritsState.Down;
  160. startRushPos = transform.position;
  161. }
  162. break;
  163. case ESpiritsState.Down:
  164. rb.velocity = directionToTarget * rushSpeed;
  165. if (foot.TrigGround)
  166. {
  167. bodyCollider.SetActive(true);
  168. eSpiritsState = ESpiritsState.DownEnd;
  169. rb.velocity = Vector3.zero;
  170. ani.Play("fall_end", 0, 0);
  171. rb.useGravity = true;
  172. Quaternion targetQt = Quaternion.Euler(Vector3.zero);
  173. if (!foot.haveGravity)
  174. {
  175. transform.position = new Vector3(transform.position.x, platformPosY, transform.position.z);
  176. targetQt = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, platformRotZ);
  177. }
  178. transform.rotation = targetQt;
  179. time = 0;
  180. }
  181. break;
  182. case ESpiritsState.DownEnd:
  183. time += Time.deltaTime;
  184. if(time > endTime)
  185. {
  186. eSpiritsState = ESpiritsState.Normal;
  187. ani.Play("idle", 0, 0);
  188. time = 0;
  189. hitResistance = oldHitResistance;
  190. attributeStatus.resistances.controlOrder = 0;
  191. state = CharacterState.Idle;
  192. }
  193. break;
  194. default:
  195. base.OnState();
  196. break;
  197. }
  198. return;
  199. }
  200. base.OnState();
  201. }
  202. public override Vector3 GetMoveDir()
  203. {
  204. Vector3 moveDir = Vector3.zero;
  205. switch (eSpiritsState)
  206. {
  207. case ESpiritsState.FindPlayer:
  208. PlayerController playerController = PlayersInput.instance[0];
  209. if (playerController && !playerController.isDie)
  210. {
  211. if (playerController.transform.position.x - transform.position.x < -1)
  212. {
  213. moveDir = Vector3.left;
  214. }
  215. else if (playerController.transform.position.x - transform.position.x > 1)
  216. {
  217. moveDir = Vector3.right;
  218. }
  219. else
  220. {
  221. moveDir = bodyTrans.localScale.x > 0 ? Vector3.left : Vector3.right;
  222. }
  223. return moveDir;
  224. }
  225. break;
  226. case ESpiritsState.Ready:
  227. return Vector3.zero;
  228. }
  229. return base.GetMoveDir();
  230. }
  231. public override bool GetAttack()
  232. {
  233. switch (eSpiritsState)
  234. {
  235. case ESpiritsState.Normal:
  236. return base.GetAttack();
  237. default:
  238. return false;
  239. }
  240. }
  241. public override void ChangeState(CharacterState newState)
  242. {
  243. switch (eSpiritsState)
  244. {
  245. case ESpiritsState.FindPlayer:
  246. switch (newState)
  247. {
  248. case CharacterState.Attack:
  249. break;
  250. default:
  251. base.ChangeState(newState);
  252. break;
  253. }
  254. break;
  255. case ESpiritsState.Ready:
  256. switch (newState)
  257. {
  258. case CharacterState.Die:
  259. base.ChangeState(newState);
  260. break;
  261. }
  262. return;
  263. default:
  264. base.ChangeState(newState);
  265. break;
  266. }
  267. }
  268. }