Bullet.cs 8.7 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. public Vector3 originalScale;
  48. private void Awake()
  49. {
  50. rb = GetComponent<Rigidbody>();
  51. originalScale = transform.localScale;
  52. }
  53. public virtual void Update()
  54. {
  55. if (haveTransmit)
  56. {
  57. transmitTime -= Time.deltaTime;
  58. if (transmitTime <= 0)
  59. {
  60. haveTransmit = false;
  61. }
  62. }
  63. }
  64. private void FixedUpdate()
  65. {
  66. if (!isBulletMove)
  67. {
  68. return;
  69. }
  70. flyTime += Time.deltaTime;
  71. if (flyTime >= maxFlyTime)
  72. {
  73. isGetTarget = true;
  74. DisappearEffect();
  75. gameObject.SetActive(false);
  76. return;
  77. }
  78. if (isTrack && trackTarget != null && !trackTarget.isDie && trackTarget.gameObject.activeInHierarchy)
  79. {
  80. if (canAlwaysTrack)
  81. {
  82. Vector3 tarDir = (trackTarget.beSearchTrigger.transform.position - transform.position).normalized;
  83. tarDir.z = 0;
  84. transform.right = Vector3.Lerp(transform.right, -tarDir, 0.2f);
  85. rb.velocity = Vector3.Lerp(rb.velocity, speed * tarDir, 0.2f);
  86. }
  87. }
  88. }
  89. 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)
  90. {
  91. transform.position = shootPos;
  92. transform.right = -dir;
  93. //假如有拖尾渲染器,初始化时清空拖尾效果
  94. TrailRenderer trailRenderer = GetComponentInChildren<TrailRenderer>();
  95. if (trailRenderer != null)
  96. {
  97. trailRenderer.Clear();
  98. }
  99. isTrack = aim;
  100. rb.velocity = dir * speed;
  101. trackTarget = target;
  102. owner = own;
  103. if (isTrack && trackTarget != null && !trackTarget.isDie && trackTarget.gameObject.activeInHierarchy)
  104. {
  105. Vector3 tarDir = (trackTarget.beSearchTrigger.transform.position - transform.position).normalized;
  106. tarDir.z = 0;
  107. transform.right = -tarDir;
  108. rb.velocity = speed * tarDir;
  109. }
  110. gameObject.SetActive(true);
  111. isGetTarget = false;
  112. canAlwaysTrack = alwaysTrack;
  113. flyTime = 0;
  114. if(EqualityComparer<AttackController.AttackMethod>.Default.Equals(attackMethod,default))
  115. {
  116. this.attackMethod = own.attackController.curAttackMethod;
  117. }
  118. else
  119. {
  120. this.attackMethod = attackMethod;
  121. }
  122. }
  123. private void GetEffectPos(Collider other)
  124. {
  125. effectPos = other.bounds.ClosestPoint(transform.position);
  126. }
  127. private void OnTriggerEnter(Collider other)
  128. {
  129. if (isGetTarget || isInVain || (bulletType == BulletType.Throw && rb.velocity.y > 0))
  130. {
  131. return;
  132. }
  133. Platform platform = other.GetComponent<Platform>();
  134. if (platform != null && !platform.canPenetrateBullets)
  135. {
  136. if (bulletType == BulletType.Single || bulletType == BulletType.Throw)
  137. {
  138. DisappearEffect();
  139. gameObject.SetActive(false);
  140. return;
  141. }
  142. }
  143. if(!canPassGround && other.CompareTag("Ground"))
  144. {
  145. DisappearEffect();
  146. gameObject.SetActive(false);
  147. return;
  148. }
  149. BeHitTrigger hitTrigger = other.GetComponent<BeHitTrigger>();
  150. if (hitTrigger != null)
  151. {
  152. bool triged = false;
  153. for (int i = 0; i < trigedObjs.Count; i++)
  154. {
  155. if (trigedObjs[i] == hitTrigger)
  156. {
  157. triged = true;
  158. break;
  159. }
  160. }
  161. if (!triged)
  162. {
  163. trigedObjs.Add(hitTrigger);
  164. if (Util.CheckCanHit(owner.tag, hitTrigger.owner.tag) && !hitTrigger.owner.isDie)
  165. {
  166. if (isCreatedByDemonicSummon)
  167. {
  168. attackMethod.AddAdditionalEffects();
  169. //Debug.Log("飞剑起手式命中敌人");
  170. }
  171. hitTrigger.BeHit(attackMethod, owner);
  172. BeHitEffect(other, hitTrigger);
  173. if (hitTrigger.owner.debugAttackFrom)
  174. {
  175. hitTrigger.owner.DebugAttackFrom(owner.name, attackMethod.attackInfo.damage);
  176. }
  177. switch (bulletType)
  178. {
  179. case BulletType.Single:
  180. case BulletType.Throw:
  181. isGetTarget = true;
  182. if (canStop && (hitTrigger.owner.CompareTag("Player") || hitTrigger.owner.CompareTag("Demonic")))
  183. {
  184. rb.velocity = Vector3.zero;
  185. rb.isKinematic = true;
  186. GetComponent<Collider>().enabled = false;
  187. transform.parent = hitTrigger.transform;
  188. BulletStop bs = GetComponent<BulletStop>();
  189. if (bs)
  190. {
  191. bs.enabled = true;
  192. }
  193. else
  194. {
  195. bs = gameObject.AddComponent<BulletStop>();
  196. }
  197. bs.SetDisappearTime(stopTime);
  198. enabled = false;
  199. }
  200. else
  201. {
  202. if (isBulletMove)
  203. gameObject.SetActive(false);
  204. else OnBulletHit?.Invoke();
  205. }
  206. break;
  207. case BulletType.Penetrate:
  208. break;
  209. case BulletType.Bomb:
  210. break;
  211. default:
  212. break;
  213. }
  214. }
  215. }
  216. }
  217. }
  218. protected void BeHitEffect(Collider other, BeHitTrigger bht)
  219. {
  220. if (effect)
  221. {
  222. GetEffectPos(other);
  223. PoolManager.Instantiate(effect, effectPos, new Quaternion(0, 0, 0, 0));
  224. }
  225. }
  226. private void DisappearEffect()
  227. {
  228. if (disappearEffect)
  229. {
  230. PoolManager.Instantiate(disappearEffect, transform.position, new Quaternion(0, 0, 0, 0));
  231. }
  232. }
  233. private void OnEnable()
  234. {
  235. trigedObjs.Clear();
  236. }
  237. }