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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class SoulBoom : MonoBehaviour
- {
- [HideInInspector]
- public float time; //当前时间
- public float boomTime; //爆炸开始炸的时间
- [HideInInspector]
- public bool isBoom; //是否已经炸过了
- public AttackInfo attackInfo; //damage造成伤害、force爆炸力的大小、repel value韧性值减值,其余的参数没用到
- public float destroyTime; //消失时间
- public List<MoveCharacter> characters = new List<MoveCharacter>(); //被炸到的对象
- public bool canHitTower; //也对塔造成伤害
- private bool isInVain; //击中光球,攻击无效
- public Character owner;
- private void Update()
- {
- time += Time.deltaTime;
- if (time >= boomTime)
- {
- //造成伤害的瞬间
- if (time < boomTime + 0.1)
- {
- GetComponent<Collider>().enabled = true;
- }
- else
- {
- if (!isBoom)
- {
- for (int i = 0; i < characters.Count; i++)
- {
- if (characters[i].state == CharacterState.Die)
- {
- continue;
- }
- PlayerController playerController =
- characters[i].GetComponent<PlayerController>();
- if (playerController != null && playerController.isBaseBtnOut)
- {
- continue;
- }
- Vector3 target;
- Vector3 pos1 = characters[i].transform.position;
- Vector3 pos2 = transform.position;
- target = (pos1 - pos2).normalized;
- characters[i].BeHit
- (attackInfo.damage, target * attackInfo.force, true, attackInfo.repelValue);
- }
- isBoom = true;
- GetComponent<Collider>().enabled = false;
- }
- }
- }
- if (time >= destroyTime)
- {
- time = 0;
- isBoom = false;
- characters = new List<MoveCharacter>();
- gameObject.SetActive(false);
- }
- }
- private void OnTriggerEnter(Collider other)
- {
- Photosphere photosphere = other.GetComponentInParent<Photosphere>();
- if (photosphere)
- {
- isInVain = true;
- photosphere.Reflex(owner.beHitTrigger, attackInfo.damage);
- return;
- }
- BeHitTrigger beHitTrigger = other.GetComponent<BeHitTrigger>();
- if (beHitTrigger != null)
- {
- if(beHitTrigger.owner.tag == "Demonic" || beHitTrigger.owner.tag == "Player")
- {
- if (beHitTrigger.owner.tag == "Player" && isInVain)
- {
- return;
- }
- MoveCharacter character = other.GetComponentInParent<MoveCharacter>();
- if (character.rb == null)
- {
- character = character.transform.parent.GetComponent<MoveCharacter>();
- }
- if (!characters.Exists(t => t == character))
- {
- characters.Add(character);
- }
- }
- Tower tower = other.GetComponentInParent<Tower>();
- if (canHitTower && tower != null)
- {
- tower.BeHit(attackInfo.damage, attackInfo.force* Vector3.zero,attackInfo.changeHurt,attackInfo.repelValue);
- }
- }
-
-
- }
- private void OnTriggerExit(Collider other)
- {
- BeHitTrigger beHitTrigger = other.GetComponent<BeHitTrigger>();
- if (beHitTrigger != null
- && (beHitTrigger.owner.tag == "Demonic" || beHitTrigger.owner.tag == "Player"))
- {
- MoveCharacter character = other.GetComponentInParent<MoveCharacter>();
- if (characters.Exists(t => t == character))
- {
- characters.Remove(character);
- }
- }
- }
- }
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