Enemy.cs 35 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. using Base.Common;
  7. using UnityEditor.SceneManagement;
  8. public enum TargetType
  9. {
  10. None = 0,
  11. Demonic = 1,
  12. Tower = 2,
  13. Player = 3,
  14. Enemy = 4,
  15. EnemyTower = 5,
  16. Boss = 6,
  17. Portal = 7,
  18. }
  19. public enum SearchState
  20. {
  21. NoTarget = 0, //搜索范围内没有目标
  22. InSearchScope = 1, //在搜索范围内发现目标,但不在攻击范围内
  23. InAttackScope = 2, //目标在攻击范围内
  24. }
  25. public class Enemy : MoveCharacter
  26. {
  27. [Header("敌方单位属性")]
  28. public int id;
  29. public int sortingOrder = 0;
  30. public bool canFly = false;
  31. public bool isBack = false; //往反方向走
  32. public float flyHeight;
  33. public float flyUpSpeed = 10;
  34. public float jumpSpeed = 10;
  35. public float maxMoveSpeed, minMoveSpeed;
  36. public float runSpeed;
  37. [Header("敌方英灵")]
  38. public Spirits.SpiritType type;
  39. [Header("敌方单位组件")]
  40. public SearchState searchState;
  41. [Header("攻击")]
  42. public float attackDistance;
  43. public float maxAttackDis, minAttackDis;
  44. public bool needToChange;
  45. public float attackRatio;
  46. [Header("掉落魂")]
  47. public int dropSoul = 1;
  48. public float dropSoulAngle = 60f;
  49. [Header("冲刺攻击")]
  50. public GameObject aimEffect;
  51. public DashEffect dashEffect;
  52. [HideInInspector]
  53. public bool noOnSearchState;
  54. [HideInInspector]
  55. public bool isFindingPlayer;
  56. [HideInInspector]
  57. public bool isFindPlayer;
  58. public float hateDistance;
  59. [HideInInspector]
  60. public float distance;
  61. [HideInInspector]
  62. public Vector3 rushEndPos;
  63. public float aimDistance;
  64. public float rushTime;
  65. public float rushSpeed;
  66. [HideInInspector]
  67. public float time;
  68. public float readyCD;
  69. [HideInInspector]
  70. public Vector3 targetDir;
  71. public bool haveDownRush; //冲刺结束后是否可以接落地斩
  72. public bool rushHaveAttack; //冲刺是否带伤害
  73. public float downRushTime;
  74. public float finishRushTime;
  75. private void Awake()
  76. {
  77. aimDistance = rushTime * rushSpeed / 2;
  78. }
  79. private void Start()
  80. {
  81. if (needToChange)
  82. {
  83. attackDistance = Random.Range(minAttackDis, maxAttackDis);
  84. }
  85. }
  86. public void OnDisable()
  87. {
  88. EnemyCreater.instance.OnEnemyRecycle(this);
  89. }
  90. public override void Init()
  91. {
  92. base.Init();
  93. moveSpeed = Random.Range(minMoveSpeed, maxMoveSpeed);
  94. ChangeSearchState(SearchState.NoTarget);
  95. }
  96. public override void FixedUpdate()
  97. {
  98. if (!noOnSearchState)
  99. {
  100. OnSearchState();
  101. }
  102. OnState();
  103. }
  104. public override Vector3 GetMoveDir()
  105. {
  106. Vector3 moveDir = Vector3.zero;
  107. if (canMove)
  108. {
  109. switch (searchState)
  110. {
  111. case SearchState.NoTarget:
  112. if (TowerMap.myTowers.Count == 0)
  113. {
  114. moveDir = Vector3.right;
  115. break;
  116. }
  117. float minDistance = Mathf.Infinity;
  118. int id = -1;
  119. for (int i = 0; i < TowerMap.myTowers.Count; i++)
  120. {
  121. Tower myTower = TowerMap.myTowers[i].GetComponent<Tower>();
  122. if (transform.position.y >
  123. myTower.transform.position.y + myTower.height)
  124. {
  125. continue;
  126. }
  127. float distance = Vector3.Distance(transform.position,
  128. TowerMap.myTowers[i].transform.position);
  129. if (distance < minDistance)
  130. {
  131. minDistance = distance;
  132. id = i;
  133. }
  134. }
  135. if (id == -1)
  136. {
  137. moveDir = Vector3.right;
  138. break;
  139. }
  140. if (bodyTrans.position.x > TowerMap.myTowers[id].transform.position.x)
  141. {
  142. moveDir = Vector3.left;
  143. }
  144. else
  145. {
  146. moveDir = Vector3.right;
  147. }
  148. break;
  149. case SearchState.InSearchScope:
  150. if (targetCharacter)
  151. {
  152. if (targetCharacter.transform.position.x - transform.position.x < 0)
  153. {
  154. moveDir = Vector3.left;
  155. }
  156. else
  157. {
  158. moveDir = Vector3.right;
  159. }
  160. }
  161. else
  162. {
  163. moveDir = Vector3.zero;
  164. }
  165. break;
  166. case SearchState.InAttackScope:
  167. if (targetCharacter)
  168. {
  169. if (targetCharacter.transform.position.x - transform.position.x < 0)
  170. {
  171. moveDir = Vector3.left;
  172. }
  173. else
  174. {
  175. moveDir = Vector3.right;
  176. }
  177. }
  178. else
  179. {
  180. moveDir = Vector3.zero;
  181. }
  182. break;
  183. default:
  184. break;
  185. }
  186. }
  187. if (!isBack)
  188. {
  189. return moveDir;
  190. }
  191. return -moveDir;
  192. }
  193. public bool GetAttack()
  194. {
  195. if (searchState == SearchState.InAttackScope)
  196. {
  197. return true;
  198. }
  199. return false;
  200. }
  201. public bool GetJump()
  202. {
  203. return false;
  204. }
  205. public void AdjustHeight()
  206. {
  207. if (canFly)
  208. {
  209. if (transform.position.y - flyHeight > 0.1f)
  210. {
  211. Vector3 pos = transform.position;
  212. pos.y -= flyUpSpeed * Time.deltaTime;
  213. transform.position = pos;
  214. }
  215. else if (transform.position.y - flyHeight < -0.1f)
  216. {
  217. Vector3 pos = transform.position;
  218. pos.y += flyUpSpeed * Time.deltaTime;
  219. transform.position = pos;
  220. }
  221. }
  222. }
  223. public override void OnState()
  224. {
  225. base.OnState();
  226. //hurtKeepTime -= Time.deltaTime;
  227. attackTime -= Time.deltaTime;
  228. dieKeepTime -= Time.deltaTime;
  229. invincibleTime -= Time.deltaTime;
  230. weakTime -= Time.deltaTime;
  231. beRepelValue += Time.deltaTime;
  232. Vector3 leftDir = GetMoveDir();
  233. bool isAttack = GetAttack();
  234. switch (state)
  235. {
  236. case CharacterState.Idle:
  237. if (isAttack)
  238. {
  239. Attack2();
  240. break;
  241. }
  242. if (!foot.TrigGround && !canFly)
  243. {
  244. if (rb.velocity.y > 0)
  245. {
  246. ChangeState(CharacterState.Rise);
  247. break;
  248. }
  249. else
  250. {
  251. ChangeState(CharacterState.Fall);
  252. break;
  253. }
  254. }
  255. if (leftDir.x > 0.3f || leftDir.x < -0.3f)
  256. {
  257. ChangeState(CharacterState.Run);
  258. break;
  259. }
  260. //rb.velocity = Vector3.zero;
  261. AdjustHeight();
  262. break;
  263. case CharacterState.Run:
  264. if (isAttack)
  265. {
  266. Attack2();
  267. break;
  268. }
  269. if (!foot.TrigGround && !canFly)
  270. {
  271. if (rb.velocity.y > 0)
  272. {
  273. ChangeState(CharacterState.Rise);
  274. break;
  275. }
  276. else
  277. {
  278. ChangeState(CharacterState.Fall);
  279. break;
  280. }
  281. }
  282. if (leftDir.x < 0.3f && leftDir.x > -0.3f)
  283. {
  284. ChangeState(CharacterState.Idle);
  285. break;
  286. }
  287. if (leftDir.x > 0.3f)
  288. {
  289. rb.velocity = Vector3.right * moveSpeed;
  290. if (bodyTrans.localScale.x > 0)
  291. {
  292. Turn();
  293. }
  294. }
  295. else if (leftDir.x < -0.3f)
  296. {
  297. rb.velocity = Vector3.left * moveSpeed;
  298. if (bodyTrans.localScale.x < 0)
  299. {
  300. Turn();
  301. }
  302. }
  303. AdjustHeight();
  304. break;
  305. case CharacterState.Rush:
  306. if (isAttack)
  307. {
  308. Attack2();
  309. break;
  310. }
  311. if (!foot.TrigGround && !canFly)
  312. {
  313. if (rb.velocity.y > 0)
  314. {
  315. ChangeState(CharacterState.Rise);
  316. break;
  317. }
  318. else
  319. {
  320. ChangeState(CharacterState.Fall);
  321. break;
  322. }
  323. }
  324. if (leftDir.x < 0.3f && leftDir.x > -0.3f)
  325. {
  326. ChangeState(CharacterState.Idle);
  327. break;
  328. }
  329. if (leftDir.x > 0.3f)
  330. {
  331. //rb.velocity += Vector3.right * moveAcc * Time.deltaTime;
  332. rb.velocity = Vector3.right * runSpeed;
  333. //if (rb.velocity.x > maxMoveSpeed)
  334. //{
  335. // rb.velocity = new Vector3(maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  336. //}
  337. if (bodyTrans.localScale.x > 0)
  338. {
  339. Turn();
  340. }
  341. }
  342. else if (leftDir.x < -0.3f)
  343. {
  344. //rb.velocity -= Vector3.right * moveAcc * Time.deltaTime;
  345. rb.velocity = Vector3.left * runSpeed;
  346. //if (rb.velocity.x < -maxMoveSpeed)
  347. //{
  348. // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  349. //}
  350. if (bodyTrans.localScale.x < 0)
  351. {
  352. Turn();
  353. }
  354. }
  355. AdjustHeight();
  356. break;
  357. case CharacterState.Rise:
  358. if (rb.velocity.y <= 0)
  359. {
  360. ChangeState(CharacterState.Fall);
  361. break;
  362. }
  363. rb.velocity += Vector3.up * extraRiseGravity * Time.deltaTime;
  364. break;
  365. case CharacterState.Fall:
  366. if (foot.TrigGround || canFly)
  367. {
  368. if (isFindingPlayer)
  369. {
  370. ChangeState(CharacterState.FindPlayer);
  371. }
  372. else
  373. {
  374. ChangeState(CharacterState.Idle);
  375. }
  376. break;
  377. }
  378. Vector3 velocity = rb.velocity;
  379. velocity.y += extraFallGravity * Time.deltaTime;
  380. if (leftDir.x > 0.3f)
  381. {
  382. velocity.x = moveSpeed;
  383. if (bodyTrans.localScale.x > 0)
  384. {
  385. Turn();
  386. }
  387. }
  388. else if (leftDir.x < -0.3f)
  389. {
  390. velocity.x = - moveSpeed;
  391. if (bodyTrans.localScale.x < 0)
  392. {
  393. Turn();
  394. }
  395. }
  396. rb.velocity = velocity;
  397. break;
  398. case CharacterState.Attack:
  399. if (attackTime <= 0)
  400. {
  401. ChangeState(CharacterState.Idle);
  402. break;
  403. }
  404. break;
  405. case CharacterState.Die:
  406. if (dieKeepTime <= 0)
  407. {
  408. gameObject.SetActive(false);
  409. break;
  410. }
  411. break;
  412. case CharacterState.Weak:
  413. if(rb.velocity.magnitude > 1)
  414. {
  415. if(ani.GetCurrentAnimatorClipInfo(0)[0].clip.name != "hitted")
  416. {
  417. ani.Play("hitted",0,0);
  418. aniCollider.Play("Hurt",0,0);
  419. }
  420. Vector3 vel = rb.velocity;
  421. if (!canFly)
  422. {
  423. if (foot.TrigGround && vel.y < 0)
  424. {
  425. vel.y = 0;
  426. }
  427. else
  428. {
  429. vel += Vector3.up * extraFallGravity * Time.deltaTime;
  430. }
  431. }
  432. vel.y = vel.y * (1 - decelerationRatio * Time.deltaTime);
  433. vel.x = vel.x * (1 - decelerationRatio * Time.deltaTime);
  434. rb.velocity = vel;
  435. }
  436. else
  437. {
  438. if (ani.GetCurrentAnimatorClipInfo(0)[0].clip.name != "weak")
  439. {
  440. ani.Play("weak",0,0);
  441. aniCollider.Play("Weak",0,0);
  442. rb.velocity = Vector3.zero;
  443. }
  444. }
  445. if (weakTime <= 0)
  446. {
  447. ChangeState(CharacterState.Idle);
  448. break;
  449. }
  450. break;
  451. case CharacterState.Coma:
  452. pastComaTime += Time.deltaTime;
  453. if (pastComaTime >= comaTime)
  454. {
  455. ChangeState(CharacterState.Idle);
  456. }
  457. break;
  458. case CharacterState.FindPlayer:
  459. if (!isFindPlayer)
  460. {
  461. if (!foot.TrigGround && !canFly)
  462. {
  463. if (rb.velocity.y > 0)
  464. {
  465. ChangeState(CharacterState.Rise);
  466. break;
  467. }
  468. else
  469. {
  470. ChangeState(CharacterState.Fall);
  471. break;
  472. }
  473. }
  474. if(targetCharacter == null)
  475. {
  476. ChosePlayer();
  477. if(targetCharacter == null)
  478. {
  479. ChangeState(CharacterState.FinishRush);
  480. time = finishRushTime;
  481. break;
  482. }
  483. }
  484. else
  485. {
  486. if (targetCharacter.isRevive ||
  487. targetCharacter.GetComponent<PlayerController>().isBaseBtnOut)
  488. {
  489. targetCharacter = null;
  490. break;
  491. }
  492. }
  493. if (Mathf.Abs(transform.position.x-targetCharacter.transform.position.x)
  494. < hateDistance)
  495. {
  496. rushEndPos = targetCharacter.transform.position;
  497. isFindPlayer = true;
  498. break;
  499. }
  500. if (targetCharacter.transform.position.x > transform.position.x)
  501. {
  502. rb.velocity = Vector3.right * moveSpeed;
  503. if (bodyTrans.localScale.x > 0)
  504. {
  505. Turn();
  506. }
  507. }
  508. if (targetCharacter.transform.position.x < transform.position.x)
  509. {
  510. rb.velocity = Vector3.left * moveSpeed;
  511. if (bodyTrans.localScale.x < 0)
  512. {
  513. Turn();
  514. }
  515. }
  516. }
  517. break;
  518. case CharacterState.ReadyToRush:
  519. time += Time.deltaTime;
  520. if (time >= readyCD)
  521. {
  522. time = 0;
  523. if (rushHaveAttack)
  524. {
  525. ChangeState(CharacterState.RushAttack);
  526. }
  527. else
  528. {
  529. ChangeState(CharacterState.Rush);
  530. }
  531. }
  532. break;
  533. case CharacterState.RushAttack:
  534. time += Time.deltaTime;
  535. dashEffect.canHit = true;
  536. Rush();
  537. if (time >= rushTime)
  538. {
  539. time = 0;
  540. if (haveDownRush)
  541. {
  542. if (foot.TrigGround)
  543. {
  544. ChangeState(CharacterState.FinishRush);
  545. }
  546. else
  547. {
  548. ChangeState(CharacterState.ReadyToDownRush);
  549. }
  550. }
  551. else
  552. {
  553. ChangeState(CharacterState.FinishRush);
  554. }
  555. }
  556. break;
  557. case CharacterState.ReadyToDownRush:
  558. time += Time.deltaTime;
  559. if (time >= downRushTime)
  560. {
  561. time = 0;
  562. ChangeState(CharacterState.DownRush);
  563. }
  564. break;
  565. case CharacterState.DownRush:
  566. if (transform.position.y > 0)
  567. {
  568. dashEffect.canHit = true;
  569. Rush();
  570. }
  571. if (foot.TrigGround || transform.position.y <= -1)
  572. {
  573. ChangeState(CharacterState.FinishRush);
  574. }
  575. break;
  576. case CharacterState.FinishRush:
  577. time += Time.deltaTime;
  578. if (time > finishRushTime)
  579. {
  580. time = 0;
  581. ChangeState(CharacterState.Idle);
  582. }
  583. break;
  584. default:
  585. break;
  586. }
  587. }
  588. public override void ChangeState(CharacterState newState)
  589. {
  590. if (state == newState)
  591. {
  592. return;
  593. }
  594. switch (state)
  595. {
  596. case CharacterState.Idle:
  597. break;
  598. case CharacterState.Run:
  599. rb.velocity = Vector3.zero;
  600. break;
  601. case CharacterState.Rush:
  602. rb.velocity = Vector3.zero;
  603. break;
  604. case CharacterState.Rise:
  605. if (!canFly)
  606. {
  607. bodyCollider.SetActive(true);
  608. }
  609. break;
  610. case CharacterState.Fall:
  611. rb.velocity = Vector3.zero;
  612. break;
  613. //case CharacterState.Hurt:
  614. // break;
  615. case CharacterState.Attack:
  616. aniCollider.Play("NotAttack", 1, 0);
  617. break;
  618. case CharacterState.Die:
  619. isDie = false;
  620. break;
  621. case CharacterState.Weak:
  622. beRepelValue = totalBeRepelValue;
  623. break;
  624. case CharacterState.Float:
  625. canMove = true;
  626. break;
  627. case CharacterState.Coma:
  628. canMove = true;
  629. break;
  630. case CharacterState.FindPlayer:
  631. noOnSearchState = false;
  632. rb.velocity = Vector3.zero;
  633. isFindPlayer = false;
  634. break;
  635. case CharacterState.ReadyToRush:
  636. time = 0;
  637. aimEffect.SetActive(false);
  638. aimEffect.transform.localScale = Vector3.zero;
  639. rb.constraints =
  640. RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotation;
  641. break;
  642. case CharacterState.RushAttack:
  643. time = 0;
  644. dashEffect.canHit = false;
  645. rb.velocity = Vector3.zero;
  646. bodyTrans.rotation = Quaternion.Euler(Vector3.zero);
  647. break;
  648. case CharacterState.ReadyToDownRush:
  649. time = 0;
  650. rb.constraints =
  651. RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotation;
  652. break;
  653. case CharacterState.DownRush:
  654. dashEffect.canHit = false;
  655. rb.velocity = Vector3.zero;
  656. bodyTrans.rotation = Quaternion.Euler(Vector3.zero);
  657. if (foot.trigGroundList.Count == 0)
  658. {
  659. transform.position = new Vector3(transform.position.x, -1, 0);
  660. }
  661. else
  662. {
  663. transform.position = new Vector3(transform.position.x,
  664. foot.trigGroundList[0].transform.position.y, 0);
  665. }
  666. break;
  667. case CharacterState.FinishRush:
  668. time = 0;
  669. searchState = SearchState.NoTarget;
  670. noOnSearchState = false;
  671. ani.Play("idle", 0, 0);
  672. aniCollider.Play("Idle", 0, 0);
  673. break;
  674. default:
  675. break;
  676. }
  677. CharacterState oldState = state;
  678. state = newState;
  679. switch (newState)
  680. {
  681. case CharacterState.Idle:
  682. ani.Play("idle", 0, 0);
  683. aniCollider.Play("Idle", 0, 0);
  684. rb.velocity = Vector3.zero;
  685. //animalAni.SetInteger("state", (int)PlayerState.Idle);
  686. break;
  687. case CharacterState.Run:
  688. ani.Play("walk", 0, 0);
  689. aniCollider.Play("Walk", 0, 0);
  690. //animalAni.SetInteger("state", (int)PlayerState.Walk);
  691. break;
  692. case CharacterState.Rush:
  693. ani.Play("rush", 0, 0);
  694. aniCollider.Play("Rush", 0, 0);
  695. break;
  696. case CharacterState.Rise:
  697. aniCollider.Play("Rise", 0, 0);
  698. break;
  699. case CharacterState.Fall:
  700. aniCollider.Play("Fall", 0, 0);
  701. break;
  702. case CharacterState.Float:
  703. canMove = false;
  704. break;
  705. case CharacterState.Coma:
  706. //ani.Play("Coma", 0, 0);
  707. ani.Play("idle", 0, 0);
  708. aniCollider.Play("Idle", 0, 0);
  709. rb.velocity = Vector3.zero;
  710. pastComaTime = 0;
  711. break;
  712. case CharacterState.Attack:
  713. break;
  714. case CharacterState.Die:
  715. ani.Play("die", 0, 0);
  716. aniCollider.Play("Die", 0, 0);
  717. isDie = true;
  718. dieKeepTime = totalDieKeepTime;
  719. DropSouls();
  720. if (linked)
  721. {
  722. PlayersInput.instance[0].sprintLinkTrigger.linkedEnemy.Remove(this);
  723. PlayersInput.instance[0].playerRope.gameObject.SetActive(false);
  724. }
  725. break;
  726. case CharacterState.Weak:
  727. switch (oldState)
  728. {
  729. case CharacterState.ReadyToRush:
  730. case CharacterState.RushAttack:
  731. case CharacterState.ReadyToDownRush:
  732. case CharacterState.DownRush:
  733. case CharacterState.Rush:
  734. state = oldState;
  735. beRepelValue = totalBeRepelValue;
  736. break;
  737. default:
  738. weakTime = totalWeakTime;
  739. //hurtKeepTime = minHurtKeepTime;
  740. break;
  741. }
  742. break;
  743. case CharacterState.FindPlayer:
  744. isFindPlayer = false;
  745. isFindingPlayer = true;
  746. noOnSearchState = true;
  747. ChosePlayer();
  748. ani.Play("walk", 0, 0);
  749. aniCollider.Play("Walk", 0, 0);
  750. break;
  751. case CharacterState.ReadyToRush:
  752. time = 0;
  753. canNotChangeHurt = true;
  754. ani.Play("charge", 0, 0);
  755. aimEffect.SetActive(true);
  756. rb.constraints = RigidbodyConstraints.FreezeAll;
  757. ReadyToDash(rushEndPos + Vector3.up, transform.position + Vector3.up);
  758. break;
  759. case CharacterState.RushAttack:
  760. targetDir =
  761. (rushEndPos - transform.position).normalized;
  762. ani.Play("rush_attack", 0, 0);
  763. break;
  764. case CharacterState.ReadyToDownRush:
  765. time = 0;
  766. rb.constraints = RigidbodyConstraints.FreezeAll;
  767. ani.Play("charge", 0, 0);
  768. break;
  769. case CharacterState.DownRush:
  770. time = 0;
  771. targetDir = Vector3.down;
  772. ani.Play("rush_attack", 0, 0);
  773. break;
  774. case CharacterState.FinishRush:
  775. time = 0;
  776. if (oldState == CharacterState.DownRush)
  777. {
  778. ani.Play("fall_end", 0, 0);
  779. }
  780. else
  781. {
  782. ani.Play("idle", 0, 0);
  783. aniCollider.Play("Idle", 0, 0);
  784. }
  785. canNotChangeHurt = false;
  786. break;
  787. default:
  788. break;
  789. }
  790. }
  791. public void DropSouls()
  792. {
  793. if (dropSoul > 1)
  794. {
  795. for (int i = 0; i < dropSoul; i++)
  796. {
  797. float angleInterval = dropSoulAngle / (float)(dropSoul - 1);
  798. float angle = 90 + ((float)i - (float)(dropSoul - 1) / 2) * angleInterval;
  799. angle = angle / 180 * Mathf.PI;
  800. GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
  801. Vector3 dir = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0);
  802. Soul soul = soulObj.GetComponent<Soul>();
  803. soul.Burst(dir * soulStartSpeed);
  804. soul.type = (int)type;
  805. }
  806. }
  807. else
  808. {
  809. GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
  810. Vector3 dir = Vector3.up;
  811. soulObj.GetComponent<Soul>().Burst(dir * soulStartSpeed);
  812. }
  813. }
  814. public void Jump()
  815. {
  816. SetUpSpeed(jumpSpeed);
  817. ani.Play("jump", 0, 0);
  818. }
  819. public void SetUpSpeed(float speed)
  820. {
  821. ChangeState(CharacterState.Rise);
  822. Vector3 velocity = rb.velocity;
  823. Vector3 leftDir = GetMoveDir();
  824. if (leftDir.x > 0.3f)
  825. {
  826. if (bodyTrans.localScale.x > 0)
  827. {
  828. Turn();
  829. }
  830. }
  831. else if (leftDir.x < -0.3f)
  832. {
  833. if (bodyTrans.localScale.x < 0)
  834. {
  835. Turn();
  836. }
  837. }
  838. velocity.y = speed;
  839. rb.velocity = velocity;
  840. //animalAni.SetInteger("state", (int)PlayerState.Rise);
  841. }
  842. public void ChangeSearchState(SearchState newState)
  843. {
  844. switch (searchState)
  845. {
  846. case SearchState.NoTarget:
  847. break;
  848. case SearchState.InSearchScope:
  849. break;
  850. case SearchState.InAttackScope:
  851. break;
  852. default:
  853. break;
  854. }
  855. searchState = newState;
  856. switch (searchState)
  857. {
  858. case SearchState.NoTarget:
  859. Character character0 = PlayersInput.instance[0];
  860. Character character1 = PlayersInput.instance[1];
  861. if (character0.beTargetCharacter.Exists(t => t == this))
  862. {
  863. character0.beTargetCharacter.Remove(this);
  864. }
  865. if (character1.beTargetCharacter.Exists(t => t == this))
  866. {
  867. character1.beTargetCharacter.Remove(this);
  868. }
  869. targetCharacter = null;
  870. break;
  871. case SearchState.InSearchScope:
  872. break;
  873. case SearchState.InAttackScope:
  874. break;
  875. default:
  876. break;
  877. }
  878. }
  879. public bool SearchTarget()
  880. {
  881. targetCharacter = searchTrigger.GetMinDisTarget(targetTypes, canHitFly);
  882. if (targetCharacter != null)
  883. {
  884. Character character0 = PlayersInput.instance[0];
  885. Character character1 = PlayersInput.instance[1];
  886. if (targetCharacter == character0
  887. && !character0.beTargetCharacter.Exists(t => t == this))
  888. {
  889. character0.beTargetCharacter.Add(this);
  890. }
  891. if (targetCharacter == character1
  892. && !character1.beTargetCharacter.Exists(t => t == this))
  893. {
  894. character1.beTargetCharacter.Add(this);
  895. }
  896. return true;
  897. }
  898. else
  899. {
  900. return false;
  901. }
  902. }
  903. public void OnSearchState()
  904. {
  905. switch (searchState)
  906. {
  907. case SearchState.NoTarget:
  908. if (SearchTarget())
  909. {
  910. ChangeSearchState(SearchState.InSearchScope);
  911. break;
  912. }
  913. //向玩家基地移动
  914. break;
  915. case SearchState.InSearchScope:
  916. if (!SearchTarget())
  917. {
  918. targetCharacter = null;
  919. ChangeSearchState(SearchState.NoTarget);
  920. break;
  921. }
  922. if (targetCharacter != null && Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) <= attackDistance)
  923. {
  924. ChangeSearchState(SearchState.InAttackScope);
  925. break;
  926. }
  927. break;
  928. case SearchState.InAttackScope:
  929. if (targetCharacter != null && !searchTrigger.IsCharacterLeave(targetCharacter, targetTypes, canHitFly))
  930. {
  931. if (!targetCharacter.gameObject.activeInHierarchy || targetCharacter.isDie
  932. || Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) > attackDistance)
  933. {
  934. ChangeSearchState(SearchState.NoTarget);
  935. }
  936. }
  937. else
  938. {
  939. ChangeSearchState(SearchState.NoTarget);
  940. }
  941. break;
  942. default:
  943. break;
  944. }
  945. }
  946. public override void Attack1()
  947. {
  948. base.Attack1();
  949. attackTarget = targetCharacter;
  950. }
  951. public override void Attack2()
  952. {
  953. base.Attack2();
  954. attackTarget = targetCharacter;
  955. }
  956. public void ChosePlayer()
  957. {
  958. float distance0 = Mathf.Infinity;
  959. float distance1 = Mathf.Infinity;
  960. PlayerController player0 = PlayersInput.instance[0];
  961. PlayerController player1 = PlayersInput.instance[1];
  962. if (player0!=null && !player0.isRevive && !player0.isBaseBtnOut)
  963. {
  964. distance0 = Mathf.Abs(player0.transform.position.x
  965. - transform.position.x);
  966. }
  967. if (player1!=null && !player1.isRevive && !player1.isBaseBtnOut)
  968. {
  969. distance1 = Mathf.Abs(player1.transform.position.x
  970. - transform.position.x);
  971. }
  972. if(distance0 == Mathf.Infinity && distance1 == Mathf.Infinity)
  973. {
  974. targetCharacter = null;
  975. return;
  976. }
  977. if (distance0 <= distance1)
  978. {
  979. targetCharacter = player0;
  980. if (!player0.beTargetCharacter.Exists(t => t == this))
  981. {
  982. player0.beTargetCharacter.Add(this);
  983. }
  984. distance = distance0;
  985. }
  986. else
  987. {
  988. targetCharacter = player1;
  989. if (!player1.beTargetCharacter.Exists(t => t == this))
  990. {
  991. player1.beTargetCharacter.Add(this);
  992. }
  993. distance = distance1;
  994. }
  995. }
  996. public void ReadyToDash(Vector3 pos0, Vector3 pos1)
  997. {
  998. Vector3 target = (pos0 - pos1).normalized;
  999. float distance = aimDistance;
  1000. aimEffect.transform.localScale =
  1001. new Vector3(distance, 1, 1);
  1002. targetDir = pos0 - pos1;
  1003. float k = Mathf.Atan2(targetDir.y, targetDir.x) * Mathf.Rad2Deg;
  1004. if (targetDir.x < 0)
  1005. {
  1006. aimEffect.transform.rotation = Quaternion.Euler(new Vector3(0, 0, k));
  1007. if (bodyTrans.localScale.x < 0)
  1008. {
  1009. bodyTrans.localScale =
  1010. new Vector3(-bodyTrans.localScale.x, bodyTrans.localScale.y, bodyTrans.localScale.z);
  1011. }
  1012. }
  1013. else
  1014. {
  1015. aimEffect.transform.rotation = Quaternion.Euler(new Vector3(0, 0, k));
  1016. if (bodyTrans.localScale.x > 0)
  1017. {
  1018. bodyTrans.localScale =
  1019. new Vector3(-bodyTrans.localScale.x, bodyTrans.localScale.y, bodyTrans.localScale.z);
  1020. }
  1021. }
  1022. }
  1023. private void Rush()
  1024. {
  1025. float k = Mathf.Atan2(targetDir.y, targetDir.x) * Mathf.Rad2Deg;
  1026. if (targetDir.x < 0)
  1027. {
  1028. dashEffect.offset = 1;
  1029. if (bodyTrans.localScale.x < 0)
  1030. {
  1031. bodyTrans.localScale =
  1032. new Vector3(-bodyTrans.localScale.x, bodyTrans.localScale.y, bodyTrans.localScale.z);
  1033. }
  1034. bodyTrans.rotation = Quaternion.Euler(new Vector3(0, 0, k - 180));
  1035. }
  1036. else
  1037. {
  1038. if (bodyTrans.localScale.x > 0)
  1039. {
  1040. bodyTrans.localScale =
  1041. new Vector3(-bodyTrans.localScale.x, bodyTrans.localScale.y, bodyTrans.localScale.z);
  1042. }
  1043. dashEffect.offset = -1;
  1044. bodyTrans.rotation = Quaternion.Euler(new Vector3(0, 0, k));
  1045. }
  1046. rb.velocity = targetDir * rushSpeed;
  1047. }
  1048. }