Enemy.cs 14 KB

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  1. using Spine.Unity;
  2. using Spine;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. using Base.Common;
  7. public enum TargetType
  8. {
  9. None = 0,
  10. Demonic = 1,
  11. Tower = 2,
  12. Player = 3,
  13. Enemy = 4,
  14. EnemyTower = 5,
  15. }
  16. public enum SearchState
  17. {
  18. NoTarget = 0,//搜索范围内没有目标
  19. InSearchScope = 1,//在搜索范围内发现目标,但不在攻击范围内
  20. InAttackScope = 2,//目标在攻击范围内
  21. }
  22. public class Enemy : MoveCharacter
  23. {
  24. public int id;
  25. public SearchTrigger searchTrigger;
  26. public float jumpSpeed = 10;
  27. public SearchState searchState;
  28. public List<TargetType> targetTypes;
  29. public float attackDistance;
  30. public bool canFly = false;
  31. public bool canHitFly = false;
  32. public Character targetCharacter;
  33. public float attackRatio;
  34. public float maxMoveSpeed, minMoveSpeed;
  35. private void Awake()
  36. {
  37. }
  38. public void OnDisable()
  39. {
  40. EnemyCreater.instance.OnEnemyRecycle(this);
  41. }
  42. public override void Init()
  43. {
  44. base.Init();
  45. moveSpeed = Random.Range(minMoveSpeed, maxMoveSpeed);
  46. ChangeSearchState(SearchState.NoTarget);
  47. }
  48. public override void FixedUpdate()
  49. {
  50. OnSearchState();
  51. OnState();
  52. }
  53. public override Vector3 GetMoveDir()
  54. {
  55. Vector3 moveDir = Vector3.zero;
  56. switch (searchState)
  57. {
  58. case SearchState.NoTarget:
  59. moveDir = Vector3.right;
  60. break;
  61. case SearchState.InSearchScope:
  62. if (targetCharacter)
  63. {
  64. if (targetCharacter.transform.position.x - transform.position.x < 0)
  65. {
  66. moveDir = Vector3.left;
  67. }
  68. else
  69. {
  70. moveDir = Vector3.right;
  71. }
  72. }
  73. else
  74. {
  75. moveDir = Vector3.zero;
  76. }
  77. break;
  78. case SearchState.InAttackScope:
  79. if (targetCharacter)
  80. {
  81. if (targetCharacter.transform.position.x - transform.position.x < 0)
  82. {
  83. moveDir = Vector3.left;
  84. }
  85. else
  86. {
  87. moveDir = Vector3.right;
  88. }
  89. }
  90. else
  91. {
  92. moveDir = Vector3.zero;
  93. }
  94. break;
  95. default:
  96. break;
  97. }
  98. return moveDir;
  99. }
  100. public bool GetAttack()
  101. {
  102. if (searchState == SearchState.InAttackScope)
  103. {
  104. return true;
  105. }
  106. return false;
  107. }
  108. public bool GetJump()
  109. {
  110. return false;
  111. }
  112. public override void OnState()
  113. {
  114. base.OnState();
  115. hurtKeepTime -= Time.deltaTime;
  116. attackTime -= Time.deltaTime;
  117. dieKeepTime -= Time.deltaTime;
  118. invincibleTime -= Time.deltaTime;
  119. Vector3 leftDir = GetMoveDir();
  120. bool isAttack = GetAttack();
  121. switch (state)
  122. {
  123. case CharacterState.Idle:
  124. if (isAttack)
  125. {
  126. Attack2();
  127. break;
  128. }
  129. if (!foot.TrigGround && !canFly)
  130. {
  131. if (rb.velocity.y > 0)
  132. {
  133. ChangeState(CharacterState.Rise);
  134. break;
  135. }
  136. else
  137. {
  138. ChangeState(CharacterState.Fall);
  139. break;
  140. }
  141. }
  142. if (leftDir.x > 0.3f || leftDir.x < -0.3f)
  143. {
  144. ChangeState(CharacterState.Run);
  145. break;
  146. }
  147. //rb.velocity = Vector3.zero;
  148. break;
  149. case CharacterState.Run:
  150. if (isAttack)
  151. {
  152. Attack2();
  153. break;
  154. }
  155. if (!foot.TrigGround && !canFly)
  156. {
  157. if (rb.velocity.y > 0)
  158. {
  159. ChangeState(CharacterState.Rise);
  160. break;
  161. }
  162. else
  163. {
  164. ChangeState(CharacterState.Fall);
  165. break;
  166. }
  167. }
  168. if (leftDir.x < 0.3f && leftDir.x > -0.3f)
  169. {
  170. ChangeState(CharacterState.Idle);
  171. break;
  172. }
  173. if (leftDir.x > 0.3f)
  174. {
  175. //rb.velocity += Vector3.right * moveAcc * Time.deltaTime;
  176. rb.velocity = Vector3.right * moveSpeed;
  177. //if (rb.velocity.x > maxMoveSpeed)
  178. //{
  179. // rb.velocity = new Vector3(maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  180. //}
  181. if (bodyTrans.localScale.x > 0)
  182. {
  183. Turn();
  184. }
  185. }
  186. else if (leftDir.x < -0.3f)
  187. {
  188. //rb.velocity -= Vector3.right * moveAcc * Time.deltaTime;
  189. rb.velocity = Vector3.left * moveSpeed;
  190. //if (rb.velocity.x < -maxMoveSpeed)
  191. //{
  192. // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  193. //}
  194. if (bodyTrans.localScale.x < 0)
  195. {
  196. Turn();
  197. }
  198. }
  199. break;
  200. case CharacterState.Rise:
  201. if (rb.velocity.y <= 0)
  202. {
  203. ChangeState(CharacterState.Fall);
  204. break;
  205. }
  206. //if (btnJumpPress || cacheJumpTime > 0)
  207. //{
  208. // if (!airJumped && rb.velocity.y < airJumpSpeed)
  209. // {
  210. // airJumped = true;
  211. // AirJump();
  212. // break;
  213. // }
  214. //}
  215. rb.velocity += Vector3.up * extraRiseGravity * Time.deltaTime;
  216. break;
  217. case CharacterState.Fall:
  218. if (foot.TrigGround || canFly)
  219. {
  220. ChangeState(CharacterState.Idle);
  221. break;
  222. }
  223. //if (foot.canStepPlayers.Count > 0)
  224. //{
  225. // Jump(jumpSpeed / 2);
  226. // StepOther();
  227. // break;
  228. //}
  229. //if (foot.canStepEnemyList.Count > 0)
  230. //{
  231. // Jump(jumpSpeed / 2);
  232. // StepEnemy();
  233. // break;
  234. //}
  235. //if (btnJumpPress || cacheJumpTime > 0)
  236. //{
  237. // if (!airJumped)
  238. // {
  239. // airJumped = true;
  240. // AirJump();
  241. // break;
  242. // }
  243. // else if (canJumpTick >= runner.Tick)
  244. // {
  245. // Jump();
  246. // break;
  247. // }
  248. //}
  249. rb.velocity += Vector3.up * extraFallGravity * Time.deltaTime;
  250. break;
  251. case CharacterState.Hurt:
  252. if (hurtKeepTime <= 0)
  253. {
  254. ChangeState(CharacterState.Idle);
  255. break;
  256. }
  257. if (!foot.TrigGround && !canFly)
  258. {
  259. rb.velocity += Vector3.up * extraFallGravity * Time.deltaTime;
  260. }
  261. rb.velocity = rb.velocity / 5 * 4;
  262. break;
  263. case CharacterState.Attack:
  264. if (attackTime <= 0)
  265. {
  266. ChangeState(CharacterState.Idle);
  267. break;
  268. }
  269. break;
  270. case CharacterState.Die:
  271. if (dieKeepTime <= 0)
  272. {
  273. gameObject.SetActive(false);
  274. break;
  275. }
  276. break;
  277. default:
  278. break;
  279. }
  280. }
  281. public override void ChangeState(CharacterState newState)
  282. {
  283. switch (state)
  284. {
  285. case CharacterState.Idle:
  286. break;
  287. case CharacterState.Run:
  288. rb.velocity = Vector3.zero;
  289. break;
  290. case CharacterState.Rise:
  291. break;
  292. case CharacterState.Fall:
  293. rb.velocity = Vector3.zero;
  294. break;
  295. case CharacterState.Hurt:
  296. break;
  297. case CharacterState.Attack:
  298. aniCollider.Play("NotAttack", 1, 0);
  299. break;
  300. case CharacterState.Die:
  301. isDie = false;
  302. break;
  303. default:
  304. break;
  305. }
  306. CharacterState oldState = state;
  307. state = newState;
  308. switch (newState)
  309. {
  310. case CharacterState.Idle:
  311. ani.Play("idle", 0, 0);
  312. aniCollider.Play("Idle", 0, 0);
  313. rb.velocity = Vector3.zero;
  314. //animalAni.SetInteger("state", (int)PlayerState.Idle);
  315. break;
  316. case CharacterState.Run:
  317. ani.Play("walk", 0, 0);
  318. aniCollider.Play("Walk", 0, 0);
  319. //animalAni.SetInteger("state", (int)PlayerState.Walk);
  320. break;
  321. case CharacterState.Rise:
  322. aniCollider.Play("Rise", 0, 0);
  323. break;
  324. case CharacterState.Fall:
  325. aniCollider.Play("Fall", 0, 0);
  326. //animalAni.SetInteger("state", (int)PlayerState.Fall);
  327. break;
  328. case CharacterState.Hurt:
  329. ani.Play("hitted", 0, 0);
  330. aniCollider.Play("Hurt", 0, 0);
  331. hurtKeepTime = totalHurtKeepTime;
  332. invincibleTime = totalInvincibleTime;
  333. //ani.Play("Invincible", 2, 0);
  334. break;
  335. case CharacterState.Attack:
  336. break;
  337. case CharacterState.Die:
  338. ani.Play("die", 0, 0);
  339. aniCollider.Play("Die", 0, 0);
  340. isDie = true;
  341. dieKeepTime = totalDieKeepTime;
  342. break;
  343. default:
  344. break;
  345. }
  346. }
  347. public void Jump()
  348. {
  349. SetUpSpeed(jumpSpeed);
  350. ani.Play("jump", 0, 0);
  351. }
  352. public void SetUpSpeed(float speed)
  353. {
  354. ChangeState(CharacterState.Rise);
  355. Vector3 velocity = rb.velocity;
  356. Vector3 leftDir = GetMoveDir();
  357. if (leftDir.x > 0.3f)
  358. {
  359. if (bodyTrans.localScale.x > 0)
  360. {
  361. Turn();
  362. }
  363. }
  364. else if (leftDir.x < -0.3f)
  365. {
  366. if (bodyTrans.localScale.x < 0)
  367. {
  368. Turn();
  369. }
  370. }
  371. velocity.y = speed;
  372. rb.velocity = velocity;
  373. //animalAni.SetInteger("state", (int)PlayerState.Rise);
  374. }
  375. public void ChangeSearchState(SearchState newState)
  376. {
  377. switch (searchState)
  378. {
  379. case SearchState.NoTarget:
  380. break;
  381. case SearchState.InSearchScope:
  382. break;
  383. case SearchState.InAttackScope:
  384. break;
  385. default:
  386. break;
  387. }
  388. searchState = newState;
  389. switch (searchState)
  390. {
  391. case SearchState.NoTarget:
  392. targetCharacter = null;
  393. break;
  394. case SearchState.InSearchScope:
  395. break;
  396. case SearchState.InAttackScope:
  397. break;
  398. default:
  399. break;
  400. }
  401. }
  402. public bool SearchTarget()
  403. {
  404. targetCharacter = searchTrigger.GetMinDisTarget(targetTypes, canHitFly);
  405. if (targetCharacter != null)
  406. {
  407. return true;
  408. }
  409. else
  410. {
  411. return false;
  412. }
  413. }
  414. public void OnSearchState()
  415. {
  416. switch (searchState)
  417. {
  418. case SearchState.NoTarget:
  419. if (SearchTarget())
  420. {
  421. ChangeSearchState(SearchState.InSearchScope);
  422. break;
  423. }
  424. //向玩家基地移动
  425. break;
  426. case SearchState.InSearchScope:
  427. if (!SearchTarget())
  428. {
  429. targetCharacter = null;
  430. ChangeSearchState(SearchState.NoTarget);
  431. break;
  432. }
  433. if (targetCharacter != null && Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) <= attackDistance)
  434. {
  435. ChangeSearchState(SearchState.InAttackScope);
  436. break;
  437. }
  438. break;
  439. case SearchState.InAttackScope:
  440. if (targetCharacter != null)
  441. {
  442. if (!targetCharacter.gameObject.activeInHierarchy || targetCharacter.isDie
  443. || Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) > attackDistance)
  444. {
  445. ChangeSearchState(SearchState.NoTarget);
  446. }
  447. }
  448. else
  449. {
  450. ChangeSearchState(SearchState.NoTarget);
  451. }
  452. break;
  453. default:
  454. break;
  455. }
  456. }
  457. public override void Attack1()
  458. {
  459. base.Attack1();
  460. attackTarget = targetCharacter;
  461. }
  462. public override void Attack2()
  463. {
  464. base.Attack2();
  465. attackTarget = targetCharacter;
  466. }
  467. }