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- 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
- Boomerang = 3, //回旋镖
- }
- public class Bullet : MonoBehaviour
- {
- [Header("是否留下箭种")]
- public bool canStop;
- public float stopTime;
-
- [Header("组件")]
- public Character owner;
- public AttackInfo attackInfo;
- public Rigidbody rb;
- public List<BeHitTrigger> trigedObjs;
- public BulletType bulletType;
- public bool isGetTarget = false;
- public float speed;
- public float maxFlyTime = 2f;
- public float flyTime;
- [Header("子弹是否追踪,不勾选则水平往前射出")]
- public bool isTrack;
- [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")]
- public bool canAlwaysTrack;
- public Character trackTarget;
- [Header("击中特效")]
- public GameObject effect;
- private Vector3 effectPos;
- [Header("消失特效")]
- public GameObject disappearEffect;
- [Header("传送门")]
- public bool canTransmit; //子弹是否能被传送门传送
- public bool haveTransmit; //刚传送过
- [HideInInspector]
- public float transmitTime; //传送CD
-
- private bool isInVain; //击中光球,攻击无效
- private void Awake()
- {
- rb = GetComponent<Rigidbody>();
- }
-
- public virtual void Update()
- {
- if (haveTransmit)
- {
- transmitTime -= Time.deltaTime;
- if (transmitTime <= 0)
- {
- haveTransmit = false;
- }
- }
- }
- private void FixedUpdate()
- {
- flyTime += Time.deltaTime;
- if (flyTime >= maxFlyTime)
- {
- isGetTarget = true;
- DisappearEffect();
- gameObject.SetActive(false);
- return;
- }
- if (isTrack && trackTarget != null && !trackTarget.isDie && trackTarget.gameObject.activeInHierarchy)
- {
- if (canAlwaysTrack)
- {
- Vector3 tarDir = (trackTarget.beSearchTrigger.transform.position - transform.position).normalized;
- tarDir.z = 0;
- transform.right = Vector3.Lerp(transform.right, -tarDir, 0.2f);
- rb.velocity = Vector3.Lerp(rb.velocity, speed * tarDir, 0.2f);
- }
- }
- }
- public virtual void BeShoot(Character own, Vector3 shootPos, Vector3 dir, bool aim = false, bool alwaysTrack = false, Character target = null)
- {
- transform.position = shootPos;
- transform.right = -dir;
- isTrack = aim;
- rb.velocity = dir * speed;
- trackTarget = target;
- owner = own;
- if (isTrack && trackTarget != null && !trackTarget.isDie && trackTarget.gameObject.activeInHierarchy)
- {
- Vector3 tarDir = (trackTarget.beSearchTrigger.transform.position - transform.position).normalized;
- tarDir.z = 0;
- transform.right = -tarDir;
- rb.velocity = speed * tarDir;
- }
- gameObject.SetActive(true);
- isGetTarget = false;
- canAlwaysTrack = alwaysTrack;
- flyTime = 0;
- attackInfo = own.attackController.attackInfo;
- }
- private void GetEffectPos(Collider other)
- {
- effectPos = other.bounds.ClosestPoint(transform.position);
- }
- private void OnTriggerEnter(Collider other)
- {
- if (isGetTarget || isInVain)
- {
- return;
- }
- if(bulletType == BulletType.Single && (other.CompareTag("Platform")|| other.CompareTag("Ground")))
- {
- gameObject.SetActive(false);
- 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:
- //是被起手式攻击的
- if (attackInfo.isDemSummon)
- {
- hitTrigger.owner.isBeHitBySummonAttack = true;
- }
- else
- {
- hitTrigger.owner.isBeHitBySummonAttack = false;
- }
- hitTrigger.BeHit(attackInfo, owner);
- BeHitEffect(other, hitTrigger);
- if (hitTrigger.owner.debugAttackFrom)
- {
- hitTrigger.owner.DebugAttackFrom(owner.name, attackInfo.damage);
- }
- isGetTarget = true;
- if (canStop && (hitTrigger.owner.CompareTag("Player") || hitTrigger.owner.CompareTag("Demonic")))
- {
- rb.velocity = Vector3.zero;
- rb.isKinematic = true;
- GetComponent<Collider>().enabled = false;
- transform.parent = hitTrigger.transform;
- BulletStop bs = GetComponent<BulletStop>();
- if (bs)
- {
- bs.enabled = true;
- }
- else
- {
- bs = gameObject.AddComponent<BulletStop>();
- }
- bs.SetDisappearTime(stopTime);
- enabled = false;
- }
- else
- {
- gameObject.SetActive(false);
- }
- break;
- case BulletType.Penetrate:
- //是被起手式攻击的
- if (attackInfo.isDemSummon)
- {
- hitTrigger.owner.isBeHitBySummonAttack = true;
- }
- else
- {
- hitTrigger.owner.isBeHitBySummonAttack = false;
- }
- hitTrigger.BeHit(attackInfo, owner);
- BeHitEffect(other, hitTrigger);
- if (hitTrigger.owner.debugAttackFrom)
- {
- hitTrigger.owner.DebugAttackFrom(owner.name, attackInfo.damage);
- }
- break;
- case BulletType.Bomb:
- break;
- default:
- break;
- }
- }
- }
- }
- }
- protected void BeHitEffect(Collider other, BeHitTrigger bht)
- {
- if (effect)
- {
- GetEffectPos(other);
- Instantiate(effect, effectPos, new Quaternion(0, 0, 0, 0), bht.owner.bodyTrans);
- }
- }
- private void DisappearEffect()
- {
- if (disappearEffect)
- {
- Instantiate(disappearEffect, transform.position, new Quaternion(0, 0, 0, 0));
- }
- }
- private void OnEnable()
- {
- trigedObjs.Clear();
- }
- }
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