Demonic.cs 28 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. public class Demonic : MoveCharacter
  7. {
  8. [Header("友方单位属性")]
  9. public PlayerController player; //召唤师
  10. public int playerID;
  11. public int id;
  12. public float costMp = 10;
  13. public float totalSummonTime = 0.5f;
  14. public bool canFly = false;
  15. public bool isBack = false; //往反方向走
  16. public float flyHeight;
  17. public float flyUpSpeed = 10;
  18. public int baseSortingOrder;
  19. int sortingOrder = 0;
  20. public float runSpeed;
  21. [Header("锁魂塔")]
  22. public bool isReturnSoulTower;
  23. public Vector3 origSoulPos;
  24. public bool isRecorded;
  25. [Header("友方单位组件")]
  26. public SearchState searchState;
  27. public Collider soulCollector;
  28. [Header("攻击")]
  29. public float attackDistance;
  30. public float maxAttackDis, minAttackDis;
  31. public bool needToChange;
  32. [Header("八卦")]
  33. public float adsorbSpeed; //八卦吸附的速度
  34. [HideInInspector]public Vector3 adsorbTarget; //八卦胖子吸附时目标位置的X
  35. private float adsorbTime; //八卦吸附中的时间
  36. public GameObject effectPrefab; //八卦卦象效果
  37. [Header("掉落魂")]
  38. public int dropSoulMax = 3;
  39. public int dropSoulMin = 1;
  40. public float dropSoulAngle = 60f;
  41. [Header("验证功能开关")]
  42. public bool upFirstAfterWeaknessOrNot; //虚弱结束后是否先升高
  43. private void Awake()
  44. {
  45. }
  46. private void Start()
  47. {
  48. if (needToChange)
  49. {
  50. attackDistance = Random.Range(minAttackDis, maxAttackDis);
  51. }
  52. }
  53. private void OnDisable()
  54. {
  55. PlayersInput.instance[playerID].OnDemonicRecycle(this);
  56. }
  57. public override void FixedUpdate()
  58. {
  59. if (!isNonAttack)
  60. {
  61. OnSearchState();
  62. }
  63. OnState();
  64. }
  65. public bool SearchTarget()
  66. {
  67. targetCharacter = searchTrigger.GetMinDisTarget(targetTypes, canHitFly);
  68. if (targetCharacter != null)
  69. {
  70. return true;
  71. }
  72. else
  73. {
  74. return false;
  75. }
  76. }
  77. public void ChangeSearchState(SearchState newState)
  78. {
  79. switch (searchState)
  80. {
  81. case SearchState.NoTarget:
  82. break;
  83. case SearchState.InSearchScope:
  84. break;
  85. case SearchState.InAttackScope:
  86. break;
  87. default:
  88. break;
  89. }
  90. searchState = newState;
  91. switch (searchState)
  92. {
  93. case SearchState.NoTarget:
  94. targetCharacter = null;
  95. break;
  96. case SearchState.InSearchScope:
  97. break;
  98. case SearchState.InAttackScope:
  99. break;
  100. default:
  101. break;
  102. }
  103. }
  104. public void OnSearchState()
  105. {
  106. switch (searchState)
  107. {
  108. case SearchState.NoTarget:
  109. if (SearchTarget())
  110. {
  111. ChangeSearchState(SearchState.InSearchScope);
  112. break;
  113. }
  114. //向玩家基地移动
  115. break;
  116. case SearchState.InSearchScope:
  117. if (!SearchTarget())
  118. {
  119. targetCharacter = null;
  120. ChangeSearchState(SearchState.NoTarget);
  121. break;
  122. }
  123. if (targetCharacter != null && Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) <= attackDistance)
  124. {
  125. ChangeSearchState(SearchState.InAttackScope);
  126. break;
  127. }
  128. break;
  129. case SearchState.InAttackScope:
  130. if (targetCharacter != null && !searchTrigger.IsCharacterLeave(targetCharacter, targetTypes, canHitFly))
  131. {
  132. if (!targetCharacter.gameObject.activeInHierarchy || targetCharacter.isDie
  133. || Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) > attackDistance)
  134. {
  135. ChangeSearchState(SearchState.NoTarget);
  136. }
  137. }
  138. else
  139. {
  140. ChangeSearchState(SearchState.NoTarget);
  141. }
  142. break;
  143. default:
  144. break;
  145. }
  146. }
  147. public override Vector3 GetMoveDir()
  148. {
  149. Vector3 moveDir = Vector3.zero;
  150. if (canMove)
  151. {
  152. if (!isTran)
  153. {
  154. switch (searchState)
  155. {
  156. case SearchState.NoTarget:
  157. if(TowerMap.enemyTowers.Count == 0)
  158. {
  159. moveDir = Vector3.left;
  160. break;
  161. }
  162. float minDistance = Mathf.Infinity;
  163. int id = -1;
  164. for (int i = 0; i < TowerMap.enemyTowers.Count; i++)
  165. {
  166. EnemyTower enemyTower = TowerMap.enemyTowers[i].GetComponent<EnemyTower>();
  167. if(transform.position.y >
  168. enemyTower.transform.position.y + enemyTower.height)
  169. {
  170. continue;
  171. }
  172. float distance = Vector3.Distance(transform.position,
  173. TowerMap.enemyTowers[i].transform.position);
  174. if (distance < minDistance)
  175. {
  176. minDistance = distance;
  177. id = i;
  178. }
  179. }
  180. if(id == -1)
  181. {
  182. moveDir = Vector3.left;
  183. break;
  184. }
  185. if (bodyTrans.position.x > TowerMap.enemyTowers[id].transform.position.x)
  186. {
  187. moveDir = Vector3.left;
  188. }
  189. else
  190. {
  191. moveDir = Vector3.right;
  192. }
  193. break;
  194. case SearchState.InSearchScope:
  195. if (targetCharacter)
  196. {
  197. if (targetCharacter.transform.position.x - transform.position.x < 0)
  198. {
  199. moveDir = Vector3.left;
  200. }
  201. else
  202. {
  203. moveDir = Vector3.right;
  204. }
  205. }
  206. else
  207. {
  208. moveDir = Vector3.zero;
  209. }
  210. break;
  211. case SearchState.InAttackScope:
  212. if (targetCharacter)
  213. {
  214. if (targetCharacter.transform.position.x - transform.position.x < 0)
  215. {
  216. moveDir = Vector3.left;
  217. }
  218. else
  219. {
  220. moveDir = Vector3.right;
  221. }
  222. }
  223. else
  224. {
  225. moveDir = Vector3.zero;
  226. }
  227. break;
  228. default:
  229. break;
  230. }
  231. }
  232. else
  233. {
  234. if (pc == null)
  235. {
  236. pc = GetComponentInParent<PlayerController>();
  237. }
  238. moveDir = pc.GetMoveDir();
  239. }
  240. }
  241. if (!isBack)
  242. {
  243. return moveDir;
  244. }
  245. return -moveDir;
  246. }
  247. public bool GetAttack()
  248. {
  249. if (searchState == SearchState.InAttackScope)
  250. {
  251. return true;
  252. }
  253. return false;
  254. }
  255. public bool AdjustHeight()
  256. {
  257. if (canFly)
  258. {
  259. if (transform.position.y - flyHeight > 0.1f)
  260. {
  261. Vector3 pos = transform.position;
  262. pos.y -= flyUpSpeed * Time.deltaTime;
  263. transform.position = pos;
  264. return false;
  265. }
  266. else if (transform.position.y - flyHeight < -0.1f)
  267. {
  268. Vector3 pos = transform.position;
  269. pos.y += flyUpSpeed * Time.deltaTime;
  270. transform.position = pos;
  271. return false;
  272. }
  273. }
  274. return true;
  275. }
  276. public override void OnState()
  277. {
  278. base.OnState();
  279. //hurtKeepTime -= Time.deltaTime;
  280. attackTime -= Time.deltaTime;
  281. dieKeepTime -= Time.deltaTime;
  282. invincibleTime -= Time.deltaTime;
  283. weakTime -= Time.deltaTime;
  284. beRepelValue += Time.deltaTime;
  285. Vector3 leftDir = GetMoveDir();
  286. bool isAttack = GetAttack();
  287. switch (state)
  288. {
  289. case CharacterState.Idle:
  290. if (isAttack)
  291. {
  292. Attack2();
  293. break;
  294. }
  295. if (!foot.TrigGround && !canFly)
  296. {
  297. if (rb.velocity.y > 0)
  298. {
  299. ChangeState(CharacterState.Rise);
  300. break;
  301. }
  302. else
  303. {
  304. ChangeState(CharacterState.Fall);
  305. break;
  306. }
  307. }
  308. if (leftDir.x > 0.3f || leftDir.x < -0.3f)
  309. {
  310. ChangeState(CharacterState.Run);
  311. break;
  312. }
  313. if (!upFirstAfterWeaknessOrNot)
  314. {
  315. AdjustHeight();
  316. }
  317. rb.velocity = Vector3.right * velocityAddition;
  318. break;
  319. case CharacterState.Run:
  320. if (isAttack)
  321. {
  322. Attack2();
  323. break;
  324. }
  325. if (!foot.TrigGround && !canFly)
  326. {
  327. if (rb.velocity.y > 0)
  328. {
  329. ChangeState(CharacterState.Rise);
  330. break;
  331. }
  332. else
  333. {
  334. ChangeState(CharacterState.Fall);
  335. break;
  336. }
  337. }
  338. if (leftDir.x < 0.3f && leftDir.x > -0.3f)
  339. {
  340. ChangeState(CharacterState.Idle);
  341. break;
  342. }
  343. if (leftDir.x > 0.3f)
  344. {
  345. //rb.velocity += Vector3.right * moveAcc * Time.deltaTime;
  346. rb.velocity = Vector3.right * (moveSpeed + velocityAddition);
  347. //if (rb.velocity.x > maxMoveSpeed)
  348. //{
  349. // rb.velocity = new Vector3(maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  350. //}
  351. if (bodyTrans.localScale.x > 0)
  352. {
  353. Turn();
  354. }
  355. }
  356. else if (leftDir.x < -0.3f)
  357. {
  358. //rb.velocity -= Vector3.right * moveAcc * Time.deltaTime;
  359. rb.velocity = Vector3.right *( -moveSpeed + velocityAddition);
  360. //if (rb.velocity.x < -maxMoveSpeed)
  361. //{
  362. // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  363. //}
  364. if (bodyTrans.localScale.x < 0)
  365. {
  366. Turn();
  367. }
  368. }
  369. if (!upFirstAfterWeaknessOrNot)
  370. {
  371. AdjustHeight();
  372. }
  373. break;
  374. case CharacterState.Rush:
  375. if (isAttack)
  376. {
  377. Attack2();
  378. break;
  379. }
  380. if (!foot.TrigGround && !canFly)
  381. {
  382. if (rb.velocity.y > 0)
  383. {
  384. ChangeState(CharacterState.Rise);
  385. break;
  386. }
  387. else
  388. {
  389. ChangeState(CharacterState.Fall);
  390. break;
  391. }
  392. }
  393. if (leftDir.x < 0.3f && leftDir.x > -0.3f)
  394. {
  395. ChangeState(CharacterState.Idle);
  396. break;
  397. }
  398. if (leftDir.x > 0.3f)
  399. {
  400. //rb.velocity += Vector3.right * moveAcc * Time.deltaTime;
  401. rb.velocity = Vector3.right * runSpeed;
  402. //if (rb.velocity.x > maxMoveSpeed)
  403. //{
  404. // rb.velocity = new Vector3(maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  405. //}
  406. if (bodyTrans.localScale.x > 0)
  407. {
  408. Turn();
  409. }
  410. }
  411. else if (leftDir.x < -0.3f)
  412. {
  413. //rb.velocity -= Vector3.right * moveAcc * Time.deltaTime;
  414. rb.velocity = Vector3.left * runSpeed;
  415. //if (rb.velocity.x < -maxMoveSpeed)
  416. //{
  417. // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  418. //}
  419. if (bodyTrans.localScale.x < 0)
  420. {
  421. Turn();
  422. }
  423. }
  424. //AdjustHeight();
  425. break;
  426. case CharacterState.Rise:
  427. if (rb.velocity.y <= 0)
  428. {
  429. ChangeState(CharacterState.Fall);
  430. break;
  431. }
  432. //if (btnJumpPress || cacheJumpTime > 0)
  433. //{
  434. // if (!airJumped && rb.velocity.y < airJumpSpeed)
  435. // {
  436. // airJumped = true;
  437. // AirJump();
  438. // break;
  439. // }
  440. //}
  441. rb.velocity += Vector3.up * extraRiseGravity * Time.deltaTime;
  442. break;
  443. case CharacterState.Fall:
  444. if (foot.TrigGround || canFly)
  445. {
  446. ChangeState(CharacterState.Idle);
  447. break;
  448. }
  449. Vector3 velocity = rb.velocity;
  450. velocity.y += extraFallGravity * Time.deltaTime;
  451. if (leftDir.x > 0.3f)
  452. {
  453. velocity.x = moveSpeed;
  454. if (bodyTrans.localScale.x > 0)
  455. {
  456. Turn();
  457. }
  458. }
  459. else if (leftDir.x < -0.3f)
  460. {
  461. velocity.x = -moveSpeed;
  462. if (bodyTrans.localScale.x < 0)
  463. {
  464. Turn();
  465. }
  466. }
  467. rb.velocity = velocity;
  468. break;
  469. case CharacterState.Coma:
  470. pastComaTime += Time.deltaTime;
  471. if (pastComaTime >= comaTime)
  472. {
  473. ChangeState(CharacterState.Idle);
  474. }
  475. break;
  476. case CharacterState.Attack:
  477. if (attackTime <= 0)
  478. {
  479. if (isInSoulTower)
  480. {
  481. ChangeState(CharacterState.LockSoul);
  482. }
  483. else
  484. {
  485. ChangeState(CharacterState.Idle);
  486. }
  487. break;
  488. }
  489. rb.velocity = new Vector3(velocityAddition,rb.velocity.y,rb.velocity.z);
  490. break;
  491. case CharacterState.Die:
  492. if (dieKeepTime <= 0)
  493. {
  494. if (!isSpirit)
  495. {
  496. Corpse.allCorpsesNum += 1;
  497. Corpse.isChange = true;
  498. }
  499. gameObject.SetActive(false);
  500. break;
  501. }
  502. break;
  503. case CharacterState.Weak:
  504. if (rb.velocity.magnitude > 1)
  505. {
  506. if (ani.GetCurrentAnimatorClipInfo(0)[0].clip.name != "hitted")
  507. {
  508. ani.Play("hitted", 0, 0);
  509. aniCollider.Play("Hurt", 0, 0);
  510. }
  511. Vector3 vel = rb.velocity;
  512. if (foot.TrigGround && vel.y < 0)
  513. {
  514. vel.y = 0;
  515. }
  516. else
  517. {
  518. vel.y += extraFallGravity * Time.deltaTime;
  519. vel.x -= vel.x * decelerationRatio * Time.deltaTime;
  520. }
  521. //vel.y = vel.y * (1 - decelerationRatio * Time.deltaTime);
  522. //vel.x = vel.x * (1 - decelerationRatio * Time.deltaTime);
  523. rb.velocity = vel;
  524. }
  525. else
  526. {
  527. if (ani.GetCurrentAnimatorClipInfo(0)[0].clip.name != "weak")
  528. {
  529. ani.Play("weak", 0, 0);
  530. aniCollider.Play("Weak", 0, 0);
  531. rb.velocity = Vector3.zero;
  532. weakTime = totalWeakTime;
  533. }
  534. rb.velocity = new Vector3(velocityAddition, rb.velocity.y,0);
  535. }
  536. if (weakTime <= 0)
  537. {
  538. if (upFirstAfterWeaknessOrNot)
  539. {
  540. if (AdjustHeight())
  541. {
  542. ChangeState(CharacterState.Idle);
  543. }
  544. else
  545. {
  546. if (ani.GetCurrentAnimatorClipInfo(0)[0].clip.name != "walk")
  547. {
  548. ani.Play("walk", 0, 0);
  549. aniCollider.Play("Walk", 0, 0);
  550. }
  551. }
  552. }
  553. else
  554. {
  555. ChangeState(CharacterState.Idle);
  556. }
  557. break;
  558. }
  559. break;
  560. case CharacterState.BaGua:
  561. if (adsorbTime < 0.5)
  562. {
  563. adsorbTime += Time.deltaTime * adsorbSpeed;
  564. transform.position = Vector3.Lerp(transform.position, adsorbTarget, adsorbTime);
  565. }
  566. else
  567. {
  568. transform.position = adsorbTarget;
  569. if (effectPrefab != null)
  570. {
  571. GameObject effect = Instantiate(effectPrefab);
  572. effect.transform.position = transform.position;
  573. }
  574. if (!isSpirit)
  575. {
  576. Corpse.allCorpsesNum += 1;
  577. Corpse.isChange = true;
  578. }
  579. gameObject.SetActive(false);
  580. }
  581. break;
  582. case CharacterState.LockSoul:
  583. if (!isReturnSoulTower)
  584. {
  585. if (targetCharacter != null && targetCharacter.gameObject.layer == 8 && targetCharacter.isInSoulTower)
  586. {
  587. ChangeState(CharacterState.Idle);
  588. }
  589. else
  590. {
  591. isReturnSoulTower = true;
  592. }
  593. }
  594. else
  595. {
  596. if (transform.position.x - origSoulPos.x >= 0.2f)
  597. {
  598. rb.velocity = Vector3.right * (-moveSpeed + velocityAddition);
  599. if (bodyTrans.localScale.x < 0)
  600. {
  601. Turn();
  602. }
  603. }
  604. else if (origSoulPos.x - transform.position.x >= 0.2f)
  605. {
  606. rb.velocity = Vector3.right * (moveSpeed + velocityAddition);
  607. if (bodyTrans.localScale.x > 0)
  608. {
  609. Turn();
  610. }
  611. }
  612. else
  613. {
  614. ani.Play("idle", 0, 0);
  615. aniCollider.Play("Idle", 0, 0);
  616. rb.velocity = Vector3.zero;
  617. transform.position = origSoulPos;
  618. isReturnSoulTower = false;
  619. targetCharacter = null;
  620. FaceToEneTower();
  621. }
  622. }
  623. break;
  624. default:
  625. break;
  626. }
  627. }
  628. private void FaceToEneTower()
  629. {
  630. float dis = 1000000;
  631. GameObject to = null;
  632. foreach(GameObject g in TowerMap.enemyTowers)
  633. {
  634. float k = Vector3.Distance(g.transform.position, transform.position);
  635. if (k < dis)
  636. {
  637. dis = k;
  638. to = g;
  639. }
  640. }
  641. if (to != null && to.transform.position.x < transform.position.x)
  642. {
  643. if (bodyTrans.localScale.x < 0)
  644. {
  645. Turn();
  646. }
  647. }
  648. else
  649. {
  650. if (bodyTrans.localScale.x > 0)
  651. {
  652. Turn();
  653. }
  654. }
  655. }
  656. public override void ChangeState(CharacterState newState)
  657. {
  658. if(state == newState || state == CharacterState.BaGua)
  659. {
  660. return;
  661. }
  662. switch (state)
  663. {
  664. case CharacterState.Idle:
  665. break;
  666. case CharacterState.Run:
  667. rb.velocity = Vector3.zero;
  668. break;
  669. case CharacterState.Rush:
  670. rb.velocity = Vector3.zero;
  671. break;
  672. case CharacterState.Rise:
  673. if (!canFly)
  674. {
  675. bodyCollider.SetActive(true);
  676. }
  677. break;
  678. case CharacterState.Fall:
  679. rb.velocity = Vector3.zero;
  680. break;
  681. //case CharacterState.Hurt:
  682. // break;
  683. case CharacterState.Coma:
  684. canMove = true;
  685. break;
  686. case CharacterState.Attack:
  687. aniCollider.Play("NotAttack", 1, 0);
  688. break;
  689. case CharacterState.Die:
  690. isDie = false;
  691. break;
  692. case CharacterState.Weak:
  693. beRepelValue = totalBeRepelValue;
  694. if (canFly)
  695. {
  696. rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezePositionY;
  697. rb.useGravity = false;
  698. }
  699. break;
  700. case CharacterState.Float:
  701. canMove = true;
  702. break;
  703. case CharacterState.LockSoul:
  704. isReturnSoulTower = true;
  705. break;
  706. default:
  707. break;
  708. }
  709. CharacterState oldState = state;
  710. state = newState;
  711. switch (newState)
  712. {
  713. case CharacterState.Idle:
  714. ani.Play("idle", 0, 0);
  715. aniCollider.Play("Idle", 0, 0);
  716. rb.velocity = Vector3.zero;
  717. //animalAni.SetInteger("state", (int)PlayerState.Idle);
  718. break;
  719. case CharacterState.Run:
  720. ani.Play("walk", 0, 0);
  721. aniCollider.Play("Walk", 0, 0);
  722. //animalAni.SetInteger("state", (int)PlayerState.Walk);
  723. break;
  724. case CharacterState.Rush:
  725. ani.Play("rush", 0, 0);
  726. aniCollider.Play("Rush", 0, 0);
  727. break;
  728. case CharacterState.Rise:
  729. aniCollider.Play("Rise", 0, 0);
  730. break;
  731. case CharacterState.Fall:
  732. ani.Play("fall", 0, 0);
  733. aniCollider.Play("Fall", 0, 0);
  734. //animalAni.SetInteger("state", (int)PlayerState.Fall);
  735. break;
  736. //case CharacterState.Hurt:
  737. // ani.Play("hitted", 0, 0);
  738. // aniCollider.Play("Hurt", 0, 0);
  739. // invincibleTime = totalInvincibleTime;
  740. // hurtKeepTime = minHurtKeepTime;
  741. // //ani.Play("Invincible", 2, 0);
  742. // break;
  743. case CharacterState.Coma:
  744. //ani.Play("Coma", 0, 0);
  745. ani.Play("idle", 0, 0);
  746. aniCollider.Play("Idle", 0, 0);
  747. pastComaTime = 0;
  748. rb.velocity = Vector3.zero;
  749. break;
  750. case CharacterState.Attack:
  751. break;
  752. case CharacterState.Die:
  753. ani.Play("die", 0, 0);
  754. aniCollider.Play("Die", 0, 0);
  755. isDie = true;
  756. dieKeepTime = totalDieKeepTime;
  757. break;
  758. case CharacterState.Weak:
  759. weakTime = totalWeakTime;
  760. if (canFly)
  761. {
  762. rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ;
  763. rb.useGravity = true;
  764. flyHeight = Random.Range(minHeight, maxHeight);
  765. }
  766. break;
  767. case CharacterState.Float:
  768. canMove = false;
  769. break;
  770. case CharacterState.BaGua:
  771. rb.velocity = Vector3.zero;
  772. ani.Play("idle", 0, 0);
  773. aniCollider.Play("Idle", 0, 0);
  774. DropSouls();
  775. break;
  776. case CharacterState.LockSoul:
  777. rb.velocity = Vector3.zero;
  778. ani.Play("walk", 0, 0);
  779. aniCollider.Play("Walk", 0, 0);
  780. FaceToEneTower();
  781. break;
  782. default:
  783. break;
  784. }
  785. }
  786. public override void Attack1()
  787. {
  788. base.Attack1();
  789. Vector3 moveDir;
  790. if (PlayersInput.instance[playerID].bodyTrans.localScale.x > 0)
  791. {
  792. moveDir = Vector3.left;
  793. }
  794. else
  795. {
  796. moveDir = Vector3.right;
  797. }
  798. if (moveDir.x > 0.3f)
  799. {
  800. if (bodyTrans.localScale.x > 0)
  801. {
  802. Turn();
  803. }
  804. }
  805. else if (moveDir.x < -0.3f)
  806. {
  807. if (bodyTrans.localScale.x < 0)
  808. {
  809. Turn();
  810. }
  811. }
  812. invincibleTime = totalAttack1Time;
  813. attackTarget = targetCharacter;
  814. }
  815. public override void Attack2()
  816. {
  817. base.Attack2();
  818. attackTarget = targetCharacter;
  819. }
  820. public void DropSouls()
  821. {
  822. int dropSoulNum = Random.Range(dropSoulMin, dropSoulMax + 1);
  823. if (dropSoulNum > 1)
  824. {
  825. for (int i = 0; i < dropSoulNum; i++)
  826. {
  827. float angleInterval = dropSoulAngle / (float)(dropSoulNum - 1);
  828. float angle = 90 + ((float)i - (float)(dropSoulNum - 1) / 2) * angleInterval;
  829. angle = angle / 180 * Mathf.PI;
  830. GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
  831. Vector3 dir = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0);
  832. Soul soul = soulObj.GetComponent<Soul>();
  833. soul.Burst(dir * soulStartSpeed);
  834. }
  835. }
  836. else
  837. {
  838. GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
  839. Vector3 dir = Vector3.up;
  840. Soul soul = soulObj.GetComponent<Soul>();
  841. soul.Burst(dir * soulStartSpeed);
  842. }
  843. }
  844. }