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- using Spine.Unity;
- using Spine;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using Base.Common;
- using UnityEditor.SceneManagement;
- public enum TargetType
- {
- None = 0,
- Demonic = 1,
- Tower = 2,
- Player = 3,
- Enemy = 4,
- EnemyTower = 5,
- }
- public enum SearchState
- {
- NoTarget = 0,//搜索范围内没有目标
- InSearchScope = 1,//在搜索范围内发现目标,但不在攻击范围内
- InAttackScope = 2,//目标在攻击范围内
- }
- public class Enemy : MoveCharacter
- {
- public int id;
- public float jumpSpeed = 10;
- public SearchState searchState;
- public float attackDistance;
- public bool canFly = false;
- public float flyHeight;
- public float flyUpSpeed = 10;
- public float attackRatio;
- public float maxMoveSpeed, minMoveSpeed;
- public int dropSoul = 1;
- public GameObject soulPrefab;
- public float soulStartSpeed = 5f;
- public float dropSoulAngle = 60f;
- [HideInInspector]
- public bool noOnSearchState;
- [HideInInspector]
- public bool isFindingPlayer;
- [HideInInspector]
- public bool isFindPlayer;
- public float hateDistance;
- [HideInInspector]
- public float distance;
- [HideInInspector]
- public Vector3 rushEndPos;
- public GameObject aimEffect;
- public float aimDistance;
- public float rushTime;
- public float rushSpeed;
- [HideInInspector]
- public float time;
- public float readyCD;
- public DashEffect dashEffect;
- [HideInInspector]
- public Vector3 targetDir;
- public bool haveDownRush; //冲刺结束后是否可以接落地斩
- public bool rushHaveAttack; //冲刺是否带伤害
- public float downRushTime;
- public float finishRushTime;
- public bool isBack = false; //往反方向走
- private void Awake()
- {
-
- }
- public void OnDisable()
- {
- EnemyCreater.instance.OnEnemyRecycle(this);
- }
- public override void Init()
- {
- base.Init();
- moveSpeed = Random.Range(minMoveSpeed, maxMoveSpeed);
- ChangeSearchState(SearchState.NoTarget);
- }
- public override void FixedUpdate()
- {
- if (!noOnSearchState)
- {
- OnSearchState();
-
- }
- OnState();
- }
- public override Vector3 GetMoveDir()
- {
- Vector3 moveDir = Vector3.zero;
- if (canMove)
- {
- switch (searchState)
- {
- case SearchState.NoTarget:
- 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 bool GetJump()
- {
- return false;
- }
- public void AdjustHeight()
- {
- if (canFly)
- {
- if (transform.position.y - flyHeight > 0.1f)
- {
- Vector3 pos = transform.position;
- pos.y -= flyUpSpeed * Time.deltaTime;
- transform.position = pos;
- }
- else if (transform.position.y - flyHeight < -0.1f)
- {
- Vector3 pos = transform.position;
- pos.y += flyUpSpeed * Time.deltaTime;
- transform.position = pos;
- }
- }
- }
- public override void OnState()
- {
- base.OnState();
- hurtKeepTime -= Time.deltaTime;
- attackTime -= Time.deltaTime;
- dieKeepTime -= Time.deltaTime;
- invincibleTime -= Time.deltaTime;
- weakTime -= Time.deltaTime;
- Vector3 leftDir = GetMoveDir();
- bool isAttack = GetAttack();
-
- switch (state)
- {
- case CharacterState.Idle:
- if (isAttack)
- {
- Attack2();
- break;
- }
- 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;
- }
- //rb.velocity = Vector3.zero;
- AdjustHeight();
- break;
- case CharacterState.Run:
- if (isAttack)
- {
- Attack2();
- break;
- }
- 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 * moveSpeed;
- //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 * moveSpeed;
- //if (rb.velocity.x < -maxMoveSpeed)
- //{
- // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
- //}
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- AdjustHeight();
- break;
- case CharacterState.Rush:
- if (isAttack)
- {
- Attack2();
- break;
- }
- 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 * rushSpeed;
- //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 * rushSpeed;
- //if (rb.velocity.x < -maxMoveSpeed)
- //{
- // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
- //}
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- AdjustHeight();
- break;
- case CharacterState.Rise:
- if (rb.velocity.y <= 0)
- {
- ChangeState(CharacterState.Fall);
- break;
- }
- //if (btnJumpPress || cacheJumpTime > 0)
- //{
- // if (!airJumped && rb.velocity.y < airJumpSpeed)
- // {
- // airJumped = true;
- // AirJump();
- // break;
- // }
- //}
-
- rb.velocity += Vector3.up * extraRiseGravity * Time.deltaTime;
- break;
- case CharacterState.Fall:
- if (foot.TrigGround || canFly)
- {
- if (isFindPlayer)
- {
- ChangeState(CharacterState.FindPlayer);
- }
- else
- {
- ChangeState(CharacterState.Idle);
- }
-
- break;
- }
- //if (foot.canStepPlayers.Count > 0)
- //{
- // Jump(jumpSpeed / 2);
- // StepOther();
- // break;
- //}
- //if (foot.canStepEnemyList.Count > 0)
- //{
- // Jump(jumpSpeed / 2);
- // StepEnemy();
- // break;
- //}
- //if (btnJumpPress || cacheJumpTime > 0)
- //{
- // if (!airJumped)
- // {
- // airJumped = true;
- // AirJump();
- // break;
- // }
- // else if (canJumpTick >= runner.Tick)
- // {
- // Jump();
- // break;
- // }
- //}
- rb.velocity += Vector3.up * extraFallGravity * Time.deltaTime;
- break;
- case CharacterState.Hurt:
- if (hurtKeepTime <= 0 && rb.velocity.magnitude < hurtChangeVelocity)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- if (!foot.TrigGround && !canFly)
- {
- rb.velocity += Vector3.up * extraFallGravity * Time.deltaTime;
- }
- Vector3 vel = rb.velocity;
- vel.x = vel.x * (1 - decelerationRatio * Time.deltaTime);
- rb.velocity = vel;
- break;
- case CharacterState.Attack:
- if (attackTime <= 0)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- break;
- case CharacterState.Die:
- if (dieKeepTime <= 0)
- {
- gameObject.SetActive(false);
- break;
- }
- break;
- case CharacterState.Weak:
- if (weakTime <= 0)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- break;
- case CharacterState.Coma:
- break;
- case CharacterState.FindPlayer:
- if (!foot.TrigGround && !canFly)
- {
- if (rb.velocity.y > 0)
- {
- ChangeState(CharacterState.Rise);
- break;
- }
- else
- {
- ChangeState(CharacterState.Fall);
- break;
- }
- }
- if (Vector3.Distance(transform.position, targetCharacter.transform.position)
- < hateDistance)
- {
- rushEndPos = targetCharacter.transform.position;
- isFindPlayer = true;
- }
- if (targetCharacter.transform.position.x > transform.position.x)
- {
- rb.velocity = Vector3.right * moveSpeed;
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- }
- if(targetCharacter.transform.position.x < transform.position.x)
- {
- rb.velocity = Vector3.left * moveSpeed;
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- break;
- case CharacterState.ReadyToRush:
- time += Time.deltaTime;
-
- if (time >= readyCD)
- {
- time = 0;
- if (rushHaveAttack)
- {
- ChangeState(CharacterState.RushAttack);
- }
- else
- {
- ChangeState(CharacterState.Rush);
- }
-
- }
- break;
- case CharacterState.RushAttack:
- time += Time.deltaTime;
- Rush();
- if (time >= rushTime)
- {
- time = 0;
- if (haveDownRush)
- {
- if (foot.TrigGround)
- {
- ChangeState(CharacterState.FinishRush);
- }
- else
- {
- ChangeState(CharacterState.ReadyToDownRush);
- }
- }
- else
- {
- ChangeState(CharacterState.FinishRush);
- }
- }
- break;
- case CharacterState.ReadyToDownRush:
- time += Time.deltaTime;
- if (time >= downRushTime)
- {
- time = 0;
- ChangeState(CharacterState.DownRush);
- }
- break;
- case CharacterState.DownRush:
- if (transform.position.y <= 0)
- {
- ani.Play("fall_end", 0, 0);
- }
- else
- {
- Rush();
- }
- if (foot.TrigGround || transform.position.y <= -1)
- {
- ChangeState(CharacterState.FinishRush);
- }
- break;
- case CharacterState.FinishRush:
- time += Time.deltaTime;
- if (time > finishRushTime)
- {
- ChangeState(CharacterState.Idle);
- }
- break;
- default:
- break;
- }
- }
- public override void ChangeState(CharacterState newState)
- {
- switch (state)
- {
- case CharacterState.Idle:
- break;
- case CharacterState.Run:
- rb.velocity = Vector3.zero;
- break;
- case CharacterState.Rush:
- rb.velocity = Vector3.zero;
- break;
- case CharacterState.Rise:
- break;
- case CharacterState.Fall:
- rb.velocity = Vector3.zero;
- break;
- case CharacterState.Hurt:
- break;
- case CharacterState.Attack:
- aniCollider.Play("NotAttack", 1, 0);
- break;
- case CharacterState.Die:
- isDie = false;
- break;
- case CharacterState.Weak:
- break;
- case CharacterState.Coma:
- break;
- case CharacterState.FindPlayer:
- noOnSearchState = false;
- rb.velocity = Vector3.zero;
- isFindPlayer = false;
- break;
- case CharacterState.ReadyToRush:
- aimEffect.SetActive(false);
- aimEffect.transform.localScale = Vector3.zero;
- rb.constraints =
- RigidbodyConstraints.FreezePositionZ|RigidbodyConstraints.FreezeRotation;
- break;
- case CharacterState.RushAttack:
- dashEffect.canHit = false;
- rb.velocity = Vector3.zero;
- bodyTrans.rotation = Quaternion.Euler(Vector3.zero);
- break;
- case CharacterState.ReadyToDownRush:
- rb.constraints =
- RigidbodyConstraints.FreezePositionZ|RigidbodyConstraints.FreezeRotation;
-
- break;
- case CharacterState.DownRush:
-
- dashEffect.canHit = false;
- rb.velocity = Vector3.zero;
- bodyTrans.rotation = Quaternion.Euler(Vector3.zero);
- transform.position = new Vector3(transform.position.x, -1, 0);
- break;
- case CharacterState.FinishRush:
- searchState = SearchState.NoTarget;
- noOnSearchState = false;
- break;
- default:
- break;
- }
- CharacterState oldState = state;
- state = newState;
- switch (newState)
- {
- case CharacterState.Idle:
- ani.Play("idle", 0, 0);
- aniCollider.Play("Idle", 0, 0);
- rb.velocity = Vector3.zero;
- //animalAni.SetInteger("state", (int)PlayerState.Idle);
- break;
- case CharacterState.Run:
- ani.Play("walk", 0, 0);
- aniCollider.Play("Walk", 0, 0);
- //animalAni.SetInteger("state", (int)PlayerState.Walk);
- break;
- case CharacterState.Rush:
- ani.Play("rush", 0, 0);
- aniCollider.Play("Rush", 0, 0);
- break;
- case CharacterState.Rise:
- aniCollider.Play("Rise", 0, 0);
- break;
- case CharacterState.Fall:
- aniCollider.Play("Fall", 0, 0);
- //animalAni.SetInteger("state", (int)PlayerState.Fall);
- break;
- case CharacterState.Hurt:
- ani.Play("hitted", 0, 0);
- aniCollider.Play("Hurt", 0, 0);
- invincibleTime = totalInvincibleTime;
- hurtKeepTime = minHurtKeepTime;
- //ani.Play("Invincible", 2, 0);
- break;
- case CharacterState.Coma:
- ani.Play("Coma", 0, 0);
- break;
- case CharacterState.Attack:
- break;
- case CharacterState.Die:
- ani.Play("die", 0, 0);
- aniCollider.Play("Die", 0, 0);
- isDie = true;
- dieKeepTime = totalDieKeepTime;
- DropSouls();
- if (linked)
- {
- PlayersInput.instance[0].sprintLinkTrigger.linkedEnemy.Remove(this);
- PlayersInput.instance[0].playerRope.gameObject.SetActive(false);
- }
- break;
- case CharacterState.Weak:
- aniCollider.Play("Weak", 0, 0);
- ani.Play("weak", 0, 0);
- Vector3 velocity = rb.velocity;
- velocity.y = weakUpSpeed;
- rb.velocity = velocity;
- weakTime = totalWeakTime;
- break;
- case CharacterState.FindPlayer:
- isFindPlayer = false;
- noOnSearchState = true;
- ChosePlayer();
- ani.Play("walk", 0, 0);
- aniCollider.Play("Walk", 0, 0);
- break;
- case CharacterState.ReadyToRush:
- ani.Play("charge", 0, 0);
- aimEffect.SetActive(true);
- aimDistance = rushTime * rushSpeed / 2;
- rb.constraints = RigidbodyConstraints.FreezeAll;
- ReadyToDash(rushEndPos + Vector3.up, transform.position + Vector3.up);
- break;
- case CharacterState.RushAttack:
- dashEffect.canHit = true;
- targetDir =
- (rushEndPos - transform.position).normalized;
- ani.Play("rush_attack", 0, 0);
- break;
- case CharacterState.ReadyToDownRush:
- rb.constraints = RigidbodyConstraints.FreezeAll;
- ani.Play("charge", 0, 0);
- break;
- case CharacterState.DownRush:
- targetDir = Vector3.down;
- ani.Play("rush_attack", 0, 0);
- dashEffect.canHit = true;
- break;
- case CharacterState.FinishRush:
- ani.Play("idle", 0, 0);
- aniCollider.Play("Idle", 0, 0);
- break;
- default:
- break;
- }
- }
- public void DropSouls()
- {
- if (dropSoul > 1)
- {
- for (int i = 0; i < dropSoul; i++)
- {
- float angleInterval = dropSoulAngle / (float)(dropSoul - 1);
- float angle = 90 + ((float)i - (float)(dropSoul - 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);
- soulObj.GetComponent<Soul>().Burst(dir * soulStartSpeed);
- }
- }
- else
- {
- GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
- Vector3 dir = Vector3.up;
- soulObj.GetComponent<Soul>().Burst(dir * soulStartSpeed);
- }
- }
- public void Jump()
- {
- SetUpSpeed(jumpSpeed);
- ani.Play("jump", 0, 0);
- }
- public void SetUpSpeed(float speed)
- {
- ChangeState(CharacterState.Rise);
- Vector3 velocity = rb.velocity;
- Vector3 leftDir = GetMoveDir();
- if (leftDir.x > 0.3f)
- {
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- }
- else if (leftDir.x < -0.3f)
- {
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- velocity.y = speed;
- rb.velocity = velocity;
- //animalAni.SetInteger("state", (int)PlayerState.Rise);
- }
- 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 bool SearchTarget()
- {
- targetCharacter = searchTrigger.GetMinDisTarget(targetTypes, canHitFly);
- if (targetCharacter != null)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- 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;
- }
- if (targetCharacter != null && Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) <= attackDistance)
- {
- ChangeSearchState(SearchState.InAttackScope);
- break;
- }
- break;
- case SearchState.InAttackScope:
- if (targetCharacter != null)
- {
- if (!targetCharacter.gameObject.activeInHierarchy || targetCharacter.isDie
- || Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) > attackDistance)
- {
- ChangeSearchState(SearchState.NoTarget);
- }
- }
- else
- {
- ChangeSearchState(SearchState.NoTarget);
- }
- break;
- default:
- break;
- }
- }
- public override void Attack1()
- {
- base.Attack1();
- attackTarget = targetCharacter;
- }
- public override void Attack2()
- {
- base.Attack2();
- attackTarget = targetCharacter;
- }
- public void ChosePlayer()
- {
- float distance0 = 1000;
- float distance1 = 1000;
- if (PlayersInput.instance[0])
- {
- distance0 = Mathf.Abs(PlayersInput.instance[0].transform.position.x
- - transform.position.x);
- }
- if (PlayersInput.instance[1])
- {
- distance1 = Mathf.Abs(PlayersInput.instance[1].transform.position.x
- - transform.position.x);
- }
- if (distance0 <= distance1)
- {
- targetCharacter = PlayersInput.instance[0];
- distance = distance0;
- }
- else
- {
- targetCharacter = PlayersInput.instance[1];
- distance = distance1;
- }
- }
- public void ReadyToDash(Vector3 pos0, Vector3 pos1)
- {
- Vector3 target = (pos0 - pos1).normalized;
- float distance = aimDistance;
- aimEffect.transform.localScale =
- new Vector3(distance, 1, 1);
- targetDir = pos0 - pos1;
- float k = Mathf.Atan2(targetDir.y, targetDir.x) * Mathf.Rad2Deg;
- if (targetDir.x < 0)
- {
- aimEffect.transform.rotation = Quaternion.Euler(new Vector3(0, 0, k));
- bodyTrans.localScale = new Vector3(1, 1, 1);
- }
- else
- {
- aimEffect.transform.rotation = Quaternion.Euler(new Vector3(0, 0, k));
- bodyTrans.localScale = new Vector3(-1, 1, 1);
- }
- }
- private void Rush()
- {
- float k = Mathf.Atan2(targetDir.y, targetDir.x) * Mathf.Rad2Deg;
- if (targetDir.x < 0)
- {
- dashEffect.offset = 1;
- bodyTrans.localScale = new Vector3(1, 1, 1);
- bodyTrans.rotation = Quaternion.Euler(new Vector3(0, 0, k - 180));
- }
- else
- {
- dashEffect.offset = -1;
- bodyTrans.localScale = new Vector3(-1, 1, 1);
- bodyTrans.rotation = Quaternion.Euler(new Vector3(0, 0, k));
- }
- rb.velocity = targetDir * rushSpeed;
- }
- }
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