Trans_Assassin.cs 8.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247
  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.InputSystem;
  5. public enum Trans_AssassinState
  6. {
  7. None = -1,
  8. Normal = 0, //正常状态
  9. ReadyToRush = 1, //准备冲刺状态
  10. Rush = 2, //冲刺状态
  11. HaveRush = 3, //已冲刺一次状态
  12. ReadyToSecondRush = 4, //第二次准备冲刺状态
  13. SecondRush = 5, //第二次冲刺
  14. }
  15. public class Trans_Assassin : MonoBehaviour
  16. {
  17. public PlayerController player;
  18. public float criticalChance; //暴击率
  19. public float criticalMultiplier; //暴击倍数
  20. [HideInInspector]
  21. public float distance;
  22. public float rushSpeed;
  23. public float rushTime;
  24. public GameObject aimEffect;
  25. public DashEffect dashEffect;
  26. [HideInInspector]
  27. public Vector3 targetDir;
  28. [HideInInspector]
  29. public float time;
  30. public float nextRushTime;
  31. public Trans_AssassinState state;
  32. // Start is called before the first frame update
  33. void Start()
  34. {
  35. player = GetComponentInParent<PlayerController>();
  36. player.jumpNumber = 3;
  37. player.criticalChance = criticalChance;
  38. player.criticalMultiplier = criticalMultiplier;
  39. distance = rushSpeed * rushTime/2;
  40. }
  41. // Update is called once per frame
  42. void Update()
  43. {
  44. switch (state)
  45. {
  46. case Trans_AssassinState.Normal:
  47. if (player.isUltimate)
  48. {
  49. player.isUltimate = false;
  50. player.moveVec = player.leftDir;
  51. player.canMove = false;
  52. player.ChangeState(CharacterState.None);
  53. player.ani.Play("charge", 0, 0);
  54. player.canfly = true;
  55. if (!player.foot.TrigGround)
  56. {
  57. player.rb.velocity = Vector3.zero;
  58. player.rb.useGravity = false;
  59. }
  60. aimEffect.SetActive(true);
  61. aimEffect.transform.localScale =
  62. new Vector3(distance, 3, 1);
  63. state = Trans_AssassinState.ReadyToRush;
  64. }
  65. break;
  66. case Trans_AssassinState.ReadyToRush:
  67. ReadyToDash(player.moveVec);
  68. if (player.keyTransfigurateRelease)
  69. {
  70. player.keyTransfigurateRelease = false;
  71. state = Trans_AssassinState.Rush;
  72. time = 0;
  73. }
  74. break;
  75. case Trans_AssassinState.Rush:
  76. dashEffect.canHit = true;
  77. aimEffect.SetActive(false);
  78. player.ani.Play("attack_summon", 0, 0);
  79. Rush();
  80. time += Time.deltaTime;
  81. if (time >= rushTime)
  82. {
  83. player.canMove = true;
  84. player.canfly = false;
  85. dashEffect.canHit = false;
  86. player.bodyTrans.rotation = Quaternion.Euler(Vector3.zero);
  87. player.ChangeState(CharacterState.Fall);
  88. time = 0;
  89. state = Trans_AssassinState.HaveRush;
  90. }
  91. break;
  92. case Trans_AssassinState.HaveRush:
  93. time += Time.deltaTime;
  94. if (time >= nextRushTime)
  95. {
  96. player.EndTransfiguration(4);
  97. break;
  98. }
  99. if (player.isUltimate)
  100. {
  101. player.isUltimate = false;
  102. time = 0;
  103. player.moveVec = player.leftDir;
  104. player.canMove = false;
  105. player.ChangeState(CharacterState.None);
  106. player.ani.Play("charge", 0, 0);
  107. player.canfly = true;
  108. if (!player.foot.TrigGround)
  109. {
  110. player.rb.velocity = Vector3.zero;
  111. player.rb.useGravity = false;
  112. }
  113. aimEffect.SetActive(true);
  114. aimEffect.transform.localScale =
  115. new Vector3(distance, 3, 1);
  116. state = Trans_AssassinState.ReadyToSecondRush;
  117. }
  118. break;
  119. case Trans_AssassinState.ReadyToSecondRush:
  120. ReadyToDash(player.moveVec);
  121. if (player.keyTransfigurateRelease)
  122. {
  123. player.keyTransfigurateRelease = false;
  124. state = Trans_AssassinState.SecondRush;
  125. time = 0;
  126. }
  127. break;
  128. case Trans_AssassinState.SecondRush:
  129. dashEffect.canHit = true;
  130. aimEffect.SetActive(false);
  131. player.ani.Play("attack_summon", 0, 0);
  132. Rush();
  133. time += Time.deltaTime;
  134. if (time >= rushTime)
  135. {
  136. player.canMove = true;
  137. player.canfly = false;
  138. dashEffect.canHit = false;
  139. player.bodyTrans.rotation = Quaternion.Euler(Vector3.zero);
  140. player.ChangeState(CharacterState.Fall);
  141. time = 0;
  142. player.EndTransfiguration(4);
  143. }
  144. break;
  145. }
  146. }
  147. private void OnDisable()
  148. {
  149. player.criticalChance = 0;
  150. player.jumpNumber = 2;
  151. player.bodyTrans.transform.localScale = transform.GetChild(0).localScale;
  152. }
  153. public void ReadyToDash(Vector2 leftDir)
  154. {
  155. if(leftDir == Vector2.zero)
  156. {
  157. if (targetDir == Vector3.zero)
  158. {
  159. if (transform.GetChild(0).localScale.x < 0)
  160. {
  161. targetDir = Vector3.right;
  162. }
  163. else
  164. {
  165. targetDir = Vector3.left;
  166. }
  167. }
  168. }
  169. else
  170. {
  171. targetDir = leftDir.normalized;
  172. }
  173. float k = Mathf.Atan2(targetDir.y, targetDir.x) * Mathf.Rad2Deg;
  174. if (targetDir.x < 0)
  175. {
  176. aimEffect.transform.rotation = Quaternion.Euler(new Vector3(0, 0, k));
  177. //if (!player.foot.TrigGround)
  178. //{
  179. // transform.rotation = Quaternion.Euler(new Vector3(0, 0, k));
  180. //}
  181. if (player.bodyTrans.localScale.x < 0)
  182. {
  183. player.bodyTrans.localScale =
  184. new Vector3(-player.bodyTrans.localScale.x,player.bodyTrans.localScale.y,
  185. player.bodyTrans.localScale.z);
  186. }
  187. }
  188. else
  189. {
  190. aimEffect.transform.rotation = Quaternion.Euler(new Vector3(0, 0, k));
  191. //if (!player.foot.TrigGround)
  192. //{
  193. // transform.rotation = Quaternion.Euler(new Vector3(0, 0, k));
  194. //}
  195. if (player.bodyTrans.localScale.x > 0)
  196. {
  197. player.bodyTrans.localScale =
  198. new Vector3(-player.bodyTrans.localScale.x,player.bodyTrans.localScale.y,
  199. player.bodyTrans.localScale.z);
  200. }
  201. }
  202. }
  203. private void Rush()
  204. {
  205. float k = Mathf.Atan2(targetDir.y, targetDir.x) * Mathf.Rad2Deg;
  206. if (targetDir.x < 0)
  207. {
  208. dashEffect.offset = 1;
  209. if (player.bodyTrans.localScale.x < 0)
  210. {
  211. player.bodyTrans.localScale =
  212. new Vector3(-player.bodyTrans.localScale.x, player.bodyTrans.localScale.y,
  213. player.bodyTrans.localScale.z);
  214. }
  215. player.bodyTrans.rotation = Quaternion.Euler(new Vector3(0, 0, k - 180));
  216. }
  217. else
  218. {
  219. if (player.bodyTrans.localScale.x > 0)
  220. {
  221. player.bodyTrans.localScale =
  222. new Vector3(-player.bodyTrans.localScale.x, player.bodyTrans.localScale.y,
  223. player.bodyTrans.localScale.z);
  224. }
  225. dashEffect.offset = -1;
  226. player.bodyTrans.rotation = Quaternion.Euler(new Vector3(0, 0, k));
  227. }
  228. player.rb.velocity = targetDir * rushSpeed;
  229. }
  230. }