Bullet.cs 8.0 KB

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  1. using Base.Common;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. public enum BulletType
  6. {
  7. Single = 0, //单体目标,触发后即销毁
  8. Penetrate = 1, //穿透,可击中多个目标
  9. Bomb = 2, //击中目标后爆炸
  10. Boomerang = 3, //回旋镖
  11. }
  12. public class Bullet : MonoBehaviour
  13. {
  14. [Header("是否留下箭种")]
  15. public bool canStop;
  16. public float stopTime;
  17. [Header("组件")]
  18. public Character owner;
  19. public AttackInfo attackInfo;
  20. public Rigidbody rb;
  21. public List<BeHitTrigger> trigedObjs;
  22. public BulletType bulletType;
  23. public bool isGetTarget = false;
  24. public float speed;
  25. public float maxFlyTime = 2f;
  26. public float flyTime;
  27. [Header("子弹是否追踪,不勾选则水平往前射出")]
  28. public bool isTrack;
  29. [Header("子弹是否始终追踪,勾选:子弹会跟着目标转,不勾选:子弹斜着往前直飞")]
  30. public bool canAlwaysTrack;
  31. public Character trackTarget;
  32. [Header("击中特效")]
  33. public GameObject effect;
  34. private Vector3 effectPos;
  35. [Header("消失特效")]
  36. public GameObject disappearEffect;
  37. [Header("传送门")]
  38. public bool canTransmit; //子弹是否能被传送门传送
  39. public bool haveTransmit; //刚传送过
  40. [HideInInspector]
  41. public float transmitTime; //传送CD
  42. private bool isInVain; //击中光球,攻击无效
  43. private void Awake()
  44. {
  45. rb = GetComponent<Rigidbody>();
  46. }
  47. public virtual void Update()
  48. {
  49. if (haveTransmit)
  50. {
  51. transmitTime -= Time.deltaTime;
  52. if (transmitTime <= 0)
  53. {
  54. haveTransmit = false;
  55. }
  56. }
  57. }
  58. private void FixedUpdate()
  59. {
  60. flyTime += Time.deltaTime;
  61. if (flyTime >= maxFlyTime)
  62. {
  63. isGetTarget = true;
  64. DisappearEffect();
  65. gameObject.SetActive(false);
  66. return;
  67. }
  68. if (isTrack && trackTarget != null && !trackTarget.isDie && trackTarget.gameObject.activeInHierarchy)
  69. {
  70. if (canAlwaysTrack)
  71. {
  72. Vector3 tarDir = (trackTarget.beSearchTrigger.transform.position - transform.position).normalized;
  73. tarDir.z = 0;
  74. transform.right = Vector3.Lerp(transform.right, -tarDir, 0.2f);
  75. rb.velocity = Vector3.Lerp(rb.velocity, speed * tarDir, 0.2f);
  76. }
  77. }
  78. }
  79. public virtual void BeShoot(Character own, Vector3 shootPos, Vector3 dir, bool aim = false, bool alwaysTrack = false, Character target = null)
  80. {
  81. transform.position = shootPos;
  82. transform.right = -dir;
  83. isTrack = aim;
  84. rb.velocity = dir * speed;
  85. trackTarget = target;
  86. owner = own;
  87. if (isTrack && trackTarget != null && !trackTarget.isDie && trackTarget.gameObject.activeInHierarchy)
  88. {
  89. Vector3 tarDir = (trackTarget.beSearchTrigger.transform.position - transform.position).normalized;
  90. tarDir.z = 0;
  91. transform.right = -tarDir;
  92. rb.velocity = speed * tarDir;
  93. }
  94. gameObject.SetActive(true);
  95. isGetTarget = false;
  96. canAlwaysTrack = alwaysTrack;
  97. flyTime = 0;
  98. attackInfo = own.attackController.attackInfo;
  99. }
  100. private void GetEffectPos(Collider other)
  101. {
  102. effectPos = other.bounds.ClosestPoint(transform.position);
  103. }
  104. private void OnTriggerEnter(Collider other)
  105. {
  106. if (isGetTarget || isInVain)
  107. {
  108. return;
  109. }
  110. if(bulletType == BulletType.Single && (other.CompareTag("Platform")|| other.CompareTag("Ground")))
  111. {
  112. gameObject.SetActive(false);
  113. return;
  114. }
  115. BeHitTrigger hitTrigger = other.GetComponent<BeHitTrigger>();
  116. if (hitTrigger != null)
  117. {
  118. bool triged = false;
  119. for (int i = 0; i < trigedObjs.Count; i++)
  120. {
  121. if (trigedObjs[i] == hitTrigger)
  122. {
  123. triged = true;
  124. break;
  125. }
  126. }
  127. if (!triged)
  128. {
  129. trigedObjs.Add(hitTrigger);
  130. if (Util.CheckCanHit(owner.tag, hitTrigger.owner.tag) && !hitTrigger.owner.isDie)
  131. {
  132. switch (bulletType)
  133. {
  134. case BulletType.Single:
  135. //是被起手式攻击的
  136. if (attackInfo.isDemSummon)
  137. {
  138. hitTrigger.owner.isBeHitBySummonAttack = true;
  139. }
  140. else
  141. {
  142. hitTrigger.owner.isBeHitBySummonAttack = false;
  143. }
  144. hitTrigger.BeHit(attackInfo, owner);
  145. BeHitEffect(other, hitTrigger);
  146. if (hitTrigger.owner.debugAttackFrom)
  147. {
  148. hitTrigger.owner.DebugAttackFrom(owner.name, attackInfo.damage);
  149. }
  150. isGetTarget = true;
  151. if (canStop && (hitTrigger.owner.CompareTag("Player") || hitTrigger.owner.CompareTag("Demonic")))
  152. {
  153. rb.velocity = Vector3.zero;
  154. rb.isKinematic = true;
  155. GetComponent<Collider>().enabled = false;
  156. transform.parent = hitTrigger.transform;
  157. BulletStop bs = GetComponent<BulletStop>();
  158. if (bs)
  159. {
  160. bs.enabled = true;
  161. }
  162. else
  163. {
  164. bs = gameObject.AddComponent<BulletStop>();
  165. }
  166. bs.SetDisappearTime(stopTime);
  167. enabled = false;
  168. }
  169. else
  170. {
  171. gameObject.SetActive(false);
  172. }
  173. break;
  174. case BulletType.Penetrate:
  175. //是被起手式攻击的
  176. if (attackInfo.isDemSummon)
  177. {
  178. hitTrigger.owner.isBeHitBySummonAttack = true;
  179. }
  180. else
  181. {
  182. hitTrigger.owner.isBeHitBySummonAttack = false;
  183. }
  184. hitTrigger.BeHit(attackInfo, owner);
  185. BeHitEffect(other, hitTrigger);
  186. if (hitTrigger.owner.debugAttackFrom)
  187. {
  188. hitTrigger.owner.DebugAttackFrom(owner.name, attackInfo.damage);
  189. }
  190. break;
  191. case BulletType.Bomb:
  192. break;
  193. default:
  194. break;
  195. }
  196. }
  197. }
  198. }
  199. }
  200. protected void BeHitEffect(Collider other, BeHitTrigger bht)
  201. {
  202. if (effect)
  203. {
  204. GetEffectPos(other);
  205. Instantiate(effect, effectPos, new Quaternion(0, 0, 0, 0), bht.owner.bodyTrans);
  206. }
  207. }
  208. private void DisappearEffect()
  209. {
  210. if (disappearEffect)
  211. {
  212. Instantiate(disappearEffect, transform.position, new Quaternion(0, 0, 0, 0));
  213. }
  214. }
  215. private void OnEnable()
  216. {
  217. trigedObjs.Clear();
  218. }
  219. }