Bullet.cs 8.6 KB

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  1. using Base.Common;
  2. using Sirenix.OdinInspector;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. using UnityEngine.Events;
  7. public enum BulletType
  8. {
  9. Single = 0, //单体目标,触发后即销毁
  10. Penetrate = 1, //穿透,可击中多个目标
  11. Bomb = 2, //击中目标后爆炸
  12. Boomerang = 3, //回旋镖
  13. Throw = 4, //投掷类
  14. }
  15. public class Bullet : MonoBehaviour
  16. {
  17. public float stopTime;
  18. public bool isBulletMove = true;
  19. [Header("组件")]
  20. public Character owner;
  21. public AttackController.AttackMethod attackMethod;
  22. public Rigidbody rb;
  23. public List<BeHitTrigger> trigedObjs;
  24. public BulletType bulletType;
  25. public bool isGetTarget = false;
  26. public float speed;
  27. public float maxFlyTime = 2f;
  28. public float flyTime;
  29. public Character trackTarget;
  30. [Header("击中特效")]
  31. public GameObject effect;
  32. private Vector3 effectPos;
  33. [Header("未击中,到时长后的消失特效")]
  34. public GameObject disappearEffect;
  35. [Header("传送门")]
  36. public bool canTransmit; //子弹是否能被传送门传送
  37. public bool haveTransmit; //刚传送过
  38. [HideInInspector]
  39. public float transmitTime; //传送CD
  40. private bool isInVain; //击中光球,攻击无效
  41. public UnityAction OnBulletHit;
  42. [FoldoutGroup("条件")] [LabelText("是否留下箭种")] public bool canStop;
  43. [FoldoutGroup("条件")] [LabelText("子弹是否追踪")] [Tooltip("不勾选则水平往前射出")] public bool isTrack;
  44. [FoldoutGroup("条件")] [LabelText("子弹是否始终追踪")] [Tooltip("勾选:子弹会跟着目标转,不勾选:子弹斜着往前直飞")] public bool canAlwaysTrack;
  45. [FoldoutGroup("条件")] [LabelText("是否由士兵起手式创建")] public bool isCreatedByDemonicSummon = false;
  46. [FoldoutGroup("条件")] [LabelText("是否能穿过地面")] public bool canPassGround;
  47. private void Awake()
  48. {
  49. rb = GetComponent<Rigidbody>();
  50. }
  51. public virtual void Update()
  52. {
  53. if (haveTransmit)
  54. {
  55. transmitTime -= Time.deltaTime;
  56. if (transmitTime <= 0)
  57. {
  58. haveTransmit = false;
  59. }
  60. }
  61. }
  62. private void FixedUpdate()
  63. {
  64. if (!isBulletMove)
  65. {
  66. return;
  67. }
  68. flyTime += Time.deltaTime;
  69. if (flyTime >= maxFlyTime)
  70. {
  71. isGetTarget = true;
  72. DisappearEffect();
  73. gameObject.SetActive(false);
  74. return;
  75. }
  76. if (isTrack && trackTarget != null && !trackTarget.isDie && trackTarget.gameObject.activeInHierarchy)
  77. {
  78. if (canAlwaysTrack)
  79. {
  80. Vector3 tarDir = (trackTarget.beSearchTrigger.transform.position - transform.position).normalized;
  81. tarDir.z = 0;
  82. transform.right = Vector3.Lerp(transform.right, -tarDir, 0.2f);
  83. rb.velocity = Vector3.Lerp(rb.velocity, speed * tarDir, 0.2f);
  84. }
  85. }
  86. }
  87. public virtual void BeShoot(Character own, Vector3 shootPos = default, Vector3 dir = default, bool aim = false, bool alwaysTrack = false, Character target = null, AttackController.AttackMethod attackMethod = default)
  88. {
  89. transform.position = shootPos;
  90. transform.right = -dir;
  91. //假如有拖尾渲染器,初始化时清空拖尾效果
  92. TrailRenderer trailRenderer = GetComponentInChildren<TrailRenderer>();
  93. if (trailRenderer != null)
  94. {
  95. trailRenderer.Clear();
  96. }
  97. isTrack = aim;
  98. rb.velocity = dir * speed;
  99. trackTarget = target;
  100. owner = own;
  101. if (isTrack && trackTarget != null && !trackTarget.isDie && trackTarget.gameObject.activeInHierarchy)
  102. {
  103. Vector3 tarDir = (trackTarget.beSearchTrigger.transform.position - transform.position).normalized;
  104. tarDir.z = 0;
  105. transform.right = -tarDir;
  106. rb.velocity = speed * tarDir;
  107. }
  108. gameObject.SetActive(true);
  109. isGetTarget = false;
  110. canAlwaysTrack = alwaysTrack;
  111. flyTime = 0;
  112. if(EqualityComparer<AttackController.AttackMethod>.Default.Equals(attackMethod,default))
  113. {
  114. this.attackMethod = own.attackController.curAttackMethod;
  115. }
  116. else
  117. {
  118. this.attackMethod = attackMethod;
  119. }
  120. }
  121. private void GetEffectPos(Collider other)
  122. {
  123. effectPos = other.bounds.ClosestPoint(transform.position);
  124. }
  125. private void OnTriggerEnter(Collider other)
  126. {
  127. if (isGetTarget || isInVain || (bulletType == BulletType.Throw && rb.velocity.y > 0))
  128. {
  129. return;
  130. }
  131. Platform platform = other.GetComponent<Platform>();
  132. if (platform != null && !platform.canPenetrateBullets)
  133. {
  134. if (bulletType == BulletType.Single || bulletType == BulletType.Throw)
  135. {
  136. DisappearEffect();
  137. gameObject.SetActive(false);
  138. return;
  139. }
  140. }
  141. if(!canPassGround && other.CompareTag("Ground"))
  142. {
  143. DisappearEffect();
  144. gameObject.SetActive(false);
  145. return;
  146. }
  147. BeHitTrigger hitTrigger = other.GetComponent<BeHitTrigger>();
  148. if (hitTrigger != null)
  149. {
  150. bool triged = false;
  151. for (int i = 0; i < trigedObjs.Count; i++)
  152. {
  153. if (trigedObjs[i] == hitTrigger)
  154. {
  155. triged = true;
  156. break;
  157. }
  158. }
  159. if (!triged)
  160. {
  161. trigedObjs.Add(hitTrigger);
  162. if (Util.CheckCanHit(owner.tag, hitTrigger.owner.tag) && !hitTrigger.owner.isDie)
  163. {
  164. if (isCreatedByDemonicSummon)
  165. {
  166. attackMethod.AddAdditionalEffects();
  167. //Debug.Log("飞剑起手式命中敌人");
  168. }
  169. hitTrigger.BeHit(attackMethod, owner);
  170. BeHitEffect(other, hitTrigger);
  171. if (hitTrigger.owner.debugAttackFrom)
  172. {
  173. hitTrigger.owner.DebugAttackFrom(owner.name, attackMethod.attackInfo.damage);
  174. }
  175. switch (bulletType)
  176. {
  177. case BulletType.Single:
  178. case BulletType.Throw:
  179. isGetTarget = true;
  180. if (canStop && (hitTrigger.owner.CompareTag("Player") || hitTrigger.owner.CompareTag("Demonic")))
  181. {
  182. rb.velocity = Vector3.zero;
  183. rb.isKinematic = true;
  184. GetComponent<Collider>().enabled = false;
  185. transform.parent = hitTrigger.transform;
  186. BulletStop bs = GetComponent<BulletStop>();
  187. if (bs)
  188. {
  189. bs.enabled = true;
  190. }
  191. else
  192. {
  193. bs = gameObject.AddComponent<BulletStop>();
  194. }
  195. bs.SetDisappearTime(stopTime);
  196. enabled = false;
  197. }
  198. else
  199. {
  200. if (isBulletMove)
  201. gameObject.SetActive(false);
  202. else OnBulletHit?.Invoke();
  203. }
  204. break;
  205. case BulletType.Penetrate:
  206. break;
  207. case BulletType.Bomb:
  208. break;
  209. default:
  210. break;
  211. }
  212. }
  213. }
  214. }
  215. }
  216. protected void BeHitEffect(Collider other, BeHitTrigger bht)
  217. {
  218. if (effect)
  219. {
  220. GetEffectPos(other);
  221. PoolManager.Instantiate(effect, effectPos, new Quaternion(0, 0, 0, 0));
  222. }
  223. }
  224. private void DisappearEffect()
  225. {
  226. if (disappearEffect)
  227. {
  228. PoolManager.Instantiate(disappearEffect, transform.position, new Quaternion(0, 0, 0, 0));
  229. }
  230. }
  231. private void OnEnable()
  232. {
  233. trigedObjs.Clear();
  234. }
  235. }