SearchTrigger.cs 8.9 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Net;
  5. using UnityEngine;
  6. using UnityEngine.TextCore.Text;
  7. using uTools;
  8. public class SearchTrigger : MonoBehaviour
  9. {
  10. public Character owner;
  11. public List<BeSearchTrigger> trigDemonicList;
  12. public List<BeSearchTrigger> trigTowerList;
  13. public List<BeSearchTrigger> trigPlayerList;
  14. public List<BeSearchTrigger> trigEnemyList;
  15. public List<BeSearchTrigger> trigEnemyTowerList;
  16. public List<BeSearchTrigger> trigBossList;
  17. public Dictionary<TargetType, List<BeSearchTrigger>> trigCharacterDic;
  18. Dictionary<TargetType, bool> targetTypeDic;
  19. public bool needToChange;
  20. public float maxLen, minLen; //col大小
  21. private BoxCollider col;
  22. private Vector3 origSize;
  23. private void Awake()
  24. {
  25. owner = GetComponentInParent<Character>();
  26. trigCharacterDic = new Dictionary<TargetType, List<BeSearchTrigger>>
  27. {
  28. { TargetType.Demonic, trigDemonicList },
  29. { TargetType.Tower, trigTowerList },
  30. { TargetType.Player, trigPlayerList },
  31. { TargetType.Enemy, trigEnemyList },
  32. { TargetType.EnemyTower, trigEnemyTowerList },
  33. { TargetType.Boss, trigBossList },
  34. };
  35. targetTypeDic = new Dictionary<TargetType, bool>();
  36. for (int i = 0; i < owner.attackController.targetTypes.Count; i++)
  37. {
  38. if (!targetTypeDic.ContainsKey(owner.attackController.targetTypes[i]))
  39. {
  40. targetTypeDic.Add(owner.attackController.targetTypes[i], true);
  41. }
  42. }
  43. }
  44. private void Start()
  45. {
  46. if (needToChange)
  47. {
  48. col = GetComponent<BoxCollider>();
  49. origSize = col.size;
  50. col.size = new Vector3(UnityEngine.Random.Range(minLen, maxLen), origSize.y, origSize.z);
  51. }
  52. }
  53. private void FixedUpdate()
  54. {
  55. for (int i = 0; i < owner.attackController.targetTypes.Count; i++)
  56. {
  57. if (trigCharacterDic.ContainsKey(owner.attackController.targetTypes[i]))
  58. {
  59. List<BeSearchTrigger> trigList = trigCharacterDic[owner.attackController.targetTypes[i]];
  60. for (int j = 0; j < trigList.Count; j++)
  61. {
  62. if (trigList[j] == null || !trigList[j].enabled || !trigList[j].gameObject.activeInHierarchy || trigList[j].owner.isDie)
  63. {
  64. if (trigList[j].owner == owner.targetCharacter)
  65. {
  66. owner.targetCharacter = null;
  67. }
  68. trigList.RemoveAt(j);
  69. j--;
  70. }
  71. }
  72. }
  73. }
  74. }
  75. private void OnTriggerEnter(Collider other)
  76. {
  77. BeSearchTrigger trigger = other.GetComponent<BeSearchTrigger>();
  78. if (trigger)
  79. {
  80. TargetType otherTargetType = (TargetType)Enum.Parse(typeof(TargetType), trigger.owner.tag);
  81. if (HasTargetType(otherTargetType) && trigCharacterDic.ContainsKey(otherTargetType))
  82. {
  83. trigCharacterDic[otherTargetType].Add(trigger);
  84. }
  85. }
  86. }
  87. private void OnTriggerExit(Collider other)
  88. {
  89. BeSearchTrigger trigger = other.GetComponent<BeSearchTrigger>();
  90. if (trigger)
  91. {
  92. TargetType otherTargetType = (TargetType)Enum.Parse(typeof(TargetType), trigger.owner.tag);
  93. if (HasTargetType(otherTargetType) && trigCharacterDic.ContainsKey(otherTargetType))
  94. {
  95. if (trigger.owner == owner.targetCharacter)
  96. {
  97. owner.targetCharacter = null;
  98. }
  99. trigCharacterDic[otherTargetType].Remove(trigger);
  100. }
  101. }
  102. }
  103. public bool HasTargetType(TargetType targetType)
  104. {
  105. return targetTypeDic.ContainsKey(targetType);
  106. }
  107. public List<Character> GetAllTargets(List<TargetType> targetTypes, bool canHitFly)
  108. {
  109. List<Character> list = new List<Character>();
  110. for (int i = 0; i < targetTypes.Count; i++)
  111. {
  112. if (trigCharacterDic.ContainsKey(targetTypes[i]))
  113. {
  114. List<BeSearchTrigger> trigList = trigCharacterDic[targetTypes[i]];
  115. switch (targetTypes[i])
  116. {
  117. case TargetType.Demonic:
  118. for (int j = 0; j < trigList.Count; j++)
  119. {
  120. Character character = trigList[j].owner;
  121. if (!character.gameObject.activeInHierarchy || character.isDie)
  122. {
  123. continue;
  124. }
  125. if (owner == character)
  126. {
  127. continue;
  128. }
  129. Demonic demonic = trigList[j].owner as Demonic;
  130. if (demonic.canFly && !canHitFly)
  131. {
  132. continue;
  133. }
  134. list.Add(trigList[j].owner);
  135. }
  136. break;
  137. case TargetType.Enemy:
  138. for (int j = 0; j < trigList.Count; j++)
  139. {
  140. Character character = trigList[j].owner;
  141. if (!character.gameObject.activeInHierarchy || character.isDie)
  142. {
  143. continue;
  144. }
  145. if (owner == character)
  146. {
  147. continue;
  148. }
  149. Enemy enemy = trigList[j].owner as Enemy;
  150. if (enemy.canFly && !canHitFly)
  151. {
  152. continue;
  153. }
  154. list.Add(trigList[j].owner);
  155. }
  156. break;
  157. case TargetType.Tower:
  158. case TargetType.Player:
  159. case TargetType.EnemyTower:
  160. case TargetType.Boss:
  161. for (int j = 0; j < trigList.Count; j++)
  162. {
  163. Character character = trigList[j].owner;
  164. if (!character.gameObject.activeInHierarchy || character.isDie)
  165. {
  166. continue;
  167. }
  168. if (owner == character)
  169. {
  170. continue;
  171. }
  172. list.Add(trigList[j].owner);
  173. }
  174. break;
  175. default:
  176. break;
  177. }
  178. }
  179. }
  180. return list;
  181. }
  182. public Character GetMinDisTarget(List<TargetType> targetTypes, bool canHitFly)
  183. {
  184. if (!enabled || !gameObject.activeInHierarchy)
  185. {
  186. return null;
  187. }
  188. List<Character> list = GetAllTargets(targetTypes, canHitFly);
  189. Character minDisChar = null;
  190. float minDistance = -1;
  191. for (int i = 0; i < list.Count; i++)
  192. {
  193. Character character = list[i];
  194. //判断对象是否在远程单位的射击夹角范围内
  195. AttackController.AttackMethod am = owner.attackController.curAttackMethod;
  196. if (am.attackType == AttackController.AttackType.Shoot)
  197. {
  198. float up = am.maxUpAngle;
  199. float down = am.maxDownAngle;
  200. Vector3 dir = character.beSearchTrigger.transform.position - transform.position;
  201. float angle = Vector3.Angle(dir, Vector3.left * owner.bodyTrans.localScale.x);
  202. if ((dir.y > 0 && angle > up) || (dir.y < 0 && angle > down))
  203. {
  204. continue;
  205. }
  206. }
  207. //判断是否在攻击范围内
  208. float distance = Mathf.Abs(character.transform.position.x - owner.transform.position.x);
  209. if (minDisChar == null || minDistance == -1 || minDistance > distance)
  210. {
  211. minDisChar = character;
  212. minDistance = distance;
  213. }
  214. }
  215. return minDisChar;
  216. }
  217. public Character GetMinHPCharacter(List<TargetType> targetTypes, bool canHitFly)
  218. {
  219. List<Character> list = GetAllTargets(targetTypes, canHitFly);
  220. Character minHPChar = null;
  221. for (int i = 0; i < list.Count; i++)
  222. {
  223. Character character = list[i];
  224. if (minHPChar == null || minHPChar.hp > character.hp)
  225. {
  226. minHPChar = character;
  227. }
  228. }
  229. return minHPChar;
  230. }
  231. }