EnemyTower.cs 3.1 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class EnemyTower : Character
  5. {
  6. private void Awake()
  7. {
  8. Init();
  9. }
  10. public bool GetAttack()
  11. {
  12. if (targetCharacter != null)
  13. {
  14. return true;
  15. }
  16. return false;
  17. }
  18. public void SearchTarget()
  19. {
  20. targetCharacter = searchTrigger.GetMinDisTarget(targetTypes, true);
  21. }
  22. public override void OnState()
  23. {
  24. base.OnState();
  25. SearchTarget();
  26. attackTime -= Time.deltaTime;
  27. dieKeepTime -= Time.deltaTime;
  28. bool isAttack = GetAttack();
  29. switch (state)
  30. {
  31. case CharacterState.Idle:
  32. if (isAttack)
  33. {
  34. Attack1();
  35. break;
  36. }
  37. break;
  38. case CharacterState.Attack:
  39. if (attackTime <= 0)
  40. {
  41. ChangeState(CharacterState.Idle);
  42. break;
  43. }
  44. break;
  45. case CharacterState.Die:
  46. if (dieKeepTime <= 0)
  47. {
  48. gameObject.SetActive(false);
  49. break;
  50. }
  51. break;
  52. default:
  53. break;
  54. }
  55. }
  56. public override void ChangeState(CharacterState newState)
  57. {
  58. switch (state)
  59. {
  60. case CharacterState.Idle:
  61. break;
  62. case CharacterState.Attack:
  63. aniCollider.Play("NotAttack", 1, 0);
  64. attackTarget = null;
  65. break;
  66. case CharacterState.Die:
  67. isDie = false;
  68. break;
  69. default:
  70. break;
  71. }
  72. CharacterState oldState = state;
  73. state = newState;
  74. switch (newState)
  75. {
  76. case CharacterState.Idle:
  77. ani.Play("idle", 0, 0);
  78. aniCollider.Play("Idle", 0, 0);
  79. rb.velocity = Vector3.zero;
  80. //animalAni.SetInteger("state", (int)PlayerState.Idle);
  81. break;
  82. case CharacterState.Attack:
  83. attackTarget = targetCharacter;
  84. if ((attackTarget.transform.position - transform.position).x > 0
  85. && bodyTrans.localScale.x > 0)
  86. {
  87. Turn();
  88. }
  89. else if ((attackTarget.transform.position - transform.position).x < 0
  90. && bodyTrans.localScale.x < 0)
  91. {
  92. Turn();
  93. }
  94. break;
  95. case CharacterState.Die:
  96. ani.Play("die", 0, 0);
  97. aniCollider.Play("Die", 0, 0);
  98. isDie = true;
  99. dieKeepTime = totalDieKeepTime;
  100. break;
  101. default:
  102. break;
  103. }
  104. }
  105. public override void BeHit(int damage, Vector3 force, bool changeHurt, float repelValue)
  106. {
  107. hp -= damage;
  108. uiHp.Show(hp, totalHp);
  109. if (hp <= 0)
  110. {
  111. ChangeState(CharacterState.Die);
  112. }
  113. }
  114. }