| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156 |
- using Base.Common;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public enum BulletType
- {
- Single = 0,//单体目标,触发后即销毁
- Penetrate = 1,//穿透,可击中多个目标
- Bomb = 2,//击中目标后爆炸
- }
- public class Bullet : MonoBehaviour
- {
- public Character owner;
- public Rigidbody rb;
- public List<BeHitTrigger> trigedObjs;
- public int damage;
- public float force;
- public bool changeHurt;
- public float repelValue;
- public BulletType bulletType;
- public bool isGetTarget = false;
- public float speed;
- public float maxFlyTime = 2f;
- public float flyTime;
- public bool isTrack;
- public Character trackTarget;
- [Header("回旋镖")]
- public bool isBack; //回旋镖,会回来
- public float stayTime; //在极点处停留时长
- private float hasStayTime;
- private bool isStay = false;
- private Vector3 curDir;
- private bool hasBack = false; //已经回来了
- [Header("漂浮")]
- public bool toFloat = false;
- private void Awake()
- {
- //owner = GetComponentInParent<Character>();
- rb = GetComponent<Rigidbody>();
- }
- private void FixedUpdate()
- {
- flyTime += Time.deltaTime;
- if (!isStay && flyTime >= maxFlyTime)
- {
- if (!isBack || isBack && hasBack)
- {
- isGetTarget = true;
- gameObject.SetActive(false);
- return;
- }
- else
- {
- flyTime = 0;
- rb.velocity = Vector3.zero;
- }
- }
- if(isStay && flyTime >= stayTime)
- {
- isStay = false;
- flyTime = 0;
- rb.velocity = -curDir * speed;
- hasBack = true;
- Vector3 origScale = transform.localScale;
- transform.localScale = new Vector3(-origScale.x, origScale.y, origScale.z);
- }
- if (isTrack && trackTarget != null && !trackTarget.isDie && trackTarget.gameObject.activeInHierarchy)
- {
- Vector3 tarDir = (trackTarget.beSearchTrigger.transform.position - transform.position).normalized;
- transform.right = Vector3.Lerp(transform.right, -tarDir, 0.2f);
- rb.velocity = Vector3.Lerp(rb.velocity, speed * tarDir, 0.2f);
- }
- }
- public void BeShoot(Character own, Vector3 shootPos, Vector3 dir, int dmg, float fc, bool hurt, float repel, bool track = false, Character target = null)
- {
- transform.position = shootPos;
- transform.right = -dir;
- gameObject.SetActive(true);
- isGetTarget = false;
- owner = own;
- damage = dmg;
- force = fc;
- changeHurt = hurt;
- repelValue = repel;
- rb.velocity = dir * speed;
- isTrack = track;
- trackTarget = target;
- flyTime = 0;
- curDir = dir;
- }
- private void OnTriggerEnter(Collider other)
- {
- if (other.CompareTag("Plane"))
- {
- isGetTarget = true;
- gameObject.SetActive(false);
- }
- if (isGetTarget)
- {
- return;
- }
- BeHitTrigger hitTrigger = other.GetComponent<BeHitTrigger>();
- if (hitTrigger != null)
- {
- bool triged = false;
- for (int i = 0; i < trigedObjs.Count; i++)
- {
- if (trigedObjs[i] == hitTrigger)
- {
- triged = true;
- break;
- }
- }
- if (!triged)
- {
- trigedObjs.Add(hitTrigger);
- if (Util.CheckCanHit(owner.tag, hitTrigger.owner.tag) && !hitTrigger.owner.isDie)
- {
- switch (bulletType)
- {
- case BulletType.Single:
- hitTrigger.BeHit(damage, force * (-transform.right), changeHurt, repelValue);
- isGetTarget = true;
- gameObject.SetActive(false);
- break;
- case BulletType.Penetrate:
- hitTrigger.BeHit(damage, force * (-transform.right), changeHurt, repelValue);
- break;
- case BulletType.Bomb:
- break;
- default:
- break;
- }
- if (toFloat)
- {
- owner.attackToFloat = false;
- toFloat = false;
- hitTrigger.owner.GetComponent<MoveCharacter>().FloatStateOn();
- }
- }
- }
- }
- }
- private void OnEnable()
- {
- trigedObjs.Clear();
- }
- }
|