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- using Spine.Unity;
- using Spine;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using TMPro;
- using Sirenix.OdinInspector;
- public enum AttackCategories
- {
- A = 0,
- B = 1,
- C = 2,
- }
- public class Boss : MoveCharacter
- {
- private enum ChangeRoomState
- {
- none,
- disappear,
- teleport,
- createRoom,
- }
- //(主要针对受击状态等)
- public enum BossState
- {
- normal = 0,
- weak = 1,
- invincible = 2,
- rise = 3, //从weak回到normal时回升高度
- }
- [Space(30)]
- [Header("Boss属性")]
- [Header("当前索敌是对塔还是对玩家")]
- public TargetType curTarget;
- [HideInInspector]
- public PlayerController pc;
- [Header("idle动画")]
- public string[] idleAniNames;
- public int[] weight;
- [Header("Boss攻击规律")]
- public string circulate; //循环配置
- private int len;
- public AttackCategories[] categories; //循环大类
- private AttackCategories curCategory; //当前攻击大类
- private int curCategoryID;
- public float minInterval, maxInterval; //间隔时间
- public float curInterval;
- [FoldoutGroup("角色信息")]
- public BossState bossState;
- private BossState oldState;
- /*[LabelText("耐力值")]
- public int totalPatience; //初始耐力值上限
- private int curPatience; //当前耐力值
- public UIHP uiPatience; //耐力值的条
- [LabelText("每次的上限值缩减量")]
- public float[] delPorpotation;
- private int curDelPorID;
- private int curTotalPatience; //当前耐力值上限
- private bool noNeedChange; //耐力值到底了,不用再缩减了*/
- [LabelText("虚弱时长")]
- public float weakTime;
- private float pastWeakTime;
- [Header("boss独立房间")]
- [LabelText("boss的独立空间")]
- public GameObject bossRoom;
- private GameObject bossRoomIns;
- private int startHP; //开始计数的血量
- private ChangeRoomState rs;
- private bool isToBossRoom; //要切换到boss空间中
- private bool isInBossRoom; //在boss空间中
- [LabelText("切换到boss空间的血量扣除值")]
- public float toBossNeedHP;
- [LabelText("切换到boss空间的次数")]
- public int toBossTime;
- [LabelText("切换回原空间所需的时间")]
- public float toOrigNeedTime;
- private float changeBackTime;
- [LabelText("切换到原空间所需的血量")]
- public float toOrigNeedHP;
- //动画时长
- [LabelText("消失动画时长")]
- public float disappearAniTime;
- [LabelText("消失时长")]
- public float disappearTime;
- [LabelText("制造房间动画时长")]
- public float createRoomTime;
- [LabelText("出现后多久切换房间")]
- public float changeRoomTime;
- private float changeAniTime;
- private AttributeStatus status;
- public override void Init()
- {
- //确保组件不丢失
- if (!ani)
- {
- ani = GetComponentInChildren<Animator>();
- }
- if (!mecanim)
- {
- mecanim = GetComponentInChildren<SkeletonMecanim>();
- }
- if (!meshRenderer)
- {
- meshRenderer = mecanim.GetComponent<MeshRenderer>();
- }
- //玩家
- pc = PlayersInput.instance[0];
- nowCanFly = canFly;
- //血量重置
- hp = totalHp;
- startHP = totalHp;
- uiHp.Show(hp, totalHp);
- ChangeState(CharacterState.Idle);
- curInterval = Random.Range(minInterval, maxInterval);
- /*
- //耐力条
- curTotalPatience = totalPatience;
- curPatience = curTotalPatience;
- uiPatience.Show(curPatience, curTotalPatience);*/
- //特殊状态脚本
- status = beHitTrigger.GetComponent<AttributeStatus>();
- }
- public virtual void Start()
- {
- len = circulate.Length;
- int cur = 0;
- categories = new AttackCategories[len];
- foreach(char c in circulate)
- {
- switch (c)
- {
- case 'A':
- categories[cur] = AttackCategories.A;
- break;
- case 'B':
- categories[cur] = AttackCategories.B;
- break;
- case 'C':
- categories[cur] = AttackCategories.C;
- break;
- default:
- break;
- }
- cur++;
- }
- curCategory = categories[0];
- }
- public override void BeHit(AttackController.AttackMethod attackMethod, Character attackFrom, int damage = -1)
- {
- switch (bossState)
- {
- //有耐力值
- case BossState.normal:
- base.BeHit(attackMethod, attackFrom, damage);
- /*//打耐力条
- int damageData;
- if (damage == -1)
- {
- damageData = attackInfo.damage;
- }
- else
- {
- damageData = damage;
- }
- curPatience -= damageData;
- //耐力值打完了,该次溢出伤害不记录,进入weak状态
- if (curPatience <= 0)
- {
- curPatience = 0;
- ChangeBossState(BossState.weak);
- }
- uiPatience.Show(curPatience, curTotalPatience);*/
- break;
- //耐力值破
- case BossState.weak:
- base.BeHit(attackMethod, attackFrom, damage);
- if (hp > 0)
- {
- JudgeIfChangeBG();
- }
- break;
- //霸体
- case BossState.invincible:
- break;
- }
- }
- public virtual void Attack()
- {
- }
- public virtual void OnAttack()
- {
- }
- //攻击时被强制切换状态,清空所有遗留在外的技能
- //如:水诡释放黑伞时被击晕,黑伞消失
- public virtual void ClearAllSkills()
- {
- }
- //切换boss状态(主要针对受击状态等)
- public void ChangeBossState(BossState bs)
- {
- if (bs == bossState)
- {
- return;
- }
- oldState = bossState;
- switch (bossState)
- {
- case BossState.weak:
- //计算当前耐力值上限缩减程度
- rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezePositionY;
- /*float curDelPor = delPorpotation[curDelPorID];
- if (curDelPorID < delPorpotation.Length - 1)
- {
- curDelPorID++;
- }
- else
- {
- noNeedChange = true;
- }
- if (!noNeedChange)
- {
- //调整耐力值UI长度
- uiPatience.ChangeLength(curDelPor);
- //调整耐力值上限
- curTotalPatience = (int)(totalPatience * curDelPor);
- }
- //将当前耐力值重置为新上限
- curPatience = curTotalPatience;
- //重置耐力条
- uiPatience.Show(curPatience, curTotalPatience);*/
- //清空特殊状态
- status.OutSpecialState();
- //飞行
- nowCanFly = canFly;
- //播放roar动画
- ani.Play("roar", 0, 0);
- break;
- }
- bossState = bs;
- switch (bs)
- {
- case BossState.weak:
- ClearAllSkills();
- ani.Play("fall", 0, 0);
- rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ;
- ChangeState(CharacterState.Idle);
- pastWeakTime = weakTime;
- nowCanFly = false;
- rb.useGravity = true;
- break;
- case BossState.rise:
- if (oldState != BossState.weak)
- {
- int randomAni = RandomWithWeight(weight);
- ani.Play(idleAniNames[randomAni], 0, 0);
- }
- rb.velocity = Vector3.zero;
- flyHeight = Random.Range(minFlyHeight, maxFlyHeight);
- break;
- }
- ani.speed = 1;
- }
- private void OnBossState()
- {
- switch (bossState)
- {
- case BossState.weak:
- pastWeakTime -= Time.deltaTime;
- if (pastWeakTime <= 0)
- {
- ChangeBossState(BossState.rise);
- }
- break;
- case BossState.rise:
- if (AdjustHeight())
- {
- ChangeBossState(BossState.normal);
- }
- break;
- }
- }
- public override void ChangeState(CharacterState newState)
- {
- if (state == newState || newState == CharacterState.FramePause)
- {
- return;
- }
- switch (state)
- {
- case CharacterState.Attack:
- ClearAllSkills();
- break;
- case CharacterState.Run:
- rb.velocity = Vector3.zero;
- break;
- default:
- break;
- }
- state = newState;
- switch (newState)
- {
- case CharacterState.Idle:
- if (bossState != BossState.weak)
- {
- int randomAni = RandomWithWeight(weight);
- ani.Play(idleAniNames[randomAni], 0, 0);
- }
- break;
- case CharacterState.Run:
- ToMove();
- break;
- case CharacterState.Die:
- ani.Play("die", 0, 0);
- gameObject.SetActive(false);
- break;
- case CharacterState.Attack:
- if (!isToBossRoom)
- {
- Attack();
- }
- break;
- default:
- break;
- }
- }
- public override void OnState()
- {
- switch (state)
- {
- case CharacterState.Idle:
- if (isToBossRoom)
- {
- OnChangeBG();
- }
- else if (bossState != BossState.weak)
- {
- curInterval -= Time.deltaTime;
- if (curInterval <= 0)
- {
- RandomAttackState();
- }
- }
- break;
- case CharacterState.Run:
- OnMove();
- break;
- case CharacterState.Attack:
- OnAttack();
- break;
- case CharacterState.HitStun:
- hitFeedbackSystem.HitStunUpdate();
- break;
- case CharacterState.SpecialStatus_Float:
- attributeStatus.SpecialStateEffect(SpecialState.FloatState);
- break;
- case CharacterState.SpecialStatus_BlowUp:
- attributeStatus.SpecialStateEffect(SpecialState.BlownUp);
- break;
- case CharacterState.SpecialStatus_ShotDown:
- attributeStatus.SpecialStateEffect(SpecialState.ShotDown);
- break;
- case CharacterState.SpecialStatus_Weak:
- attributeStatus.SpecialStateEffect(SpecialState.Weak);
- break;
- default:
- break;
- }
- if (isInBossRoom)
- {
- changeBackTime += Time.deltaTime;
- if (changeBackTime >= toOrigNeedTime)
- {
- ChangeBG(false);
- changeBackTime = 0;
- }
- }
- OnBossState();
- }
- public virtual void ToMove()
- {
- }
- public virtual void OnMove()
- {
- }
- //根据当前大类随机攻击方式
- public virtual void RandomAttackType(AttackCategories cate)
- {
- }
- public void RandomAttackState()
- {
- switch (curCategory)
- {
- case AttackCategories.A:
- RandomAttackType(AttackCategories.A);
- break;
- case AttackCategories.B:
- RandomAttackType(AttackCategories.B);
- break;
- default:
- break;
- }
- curCategoryID++;
- if (curCategoryID == len)
- {
- curCategoryID = 0;
- }
- curCategory = categories[curCategoryID];
- ChangeState(CharacterState.Attack);
- }
- public void EndCurAttackState(bool hasIntervalTime)
- {
- //和下一个动作有没有间隔
- if (hasIntervalTime)
- {
- curInterval = Random.Range(minInterval, maxInterval);
- }
- ChangeState(CharacterState.Idle);
- ChangeBossState(BossState.rise);
- }
-
- //权重随机
- //传入权重int[],返回第random组
- public int RandomWithWeight(int[] weight)
- {
- int all = 0;
- foreach(int i in weight)
- {
- all += i;
- }
- int a = Random.Range(0, all);
- int b = 0;
- for(int i = 0; i < weight.Length - 1; i++)
- {
- b += weight[i];
- if (a < b)
- {
- return i;
- }
- }
- return weight.Length - 1;
- }
- private void ToChangeRoom(ChangeRoomState crs)
- {
- //消失前动画-消失动画-瞬移特效-出现动画-制造房间动画
- if (rs == crs)
- {
- return;
- }
- rs = crs;
- switch (rs)
- {
- case ChangeRoomState.none:
- break;
- case ChangeRoomState.disappear:
- ani.Play("roar", 0, 0);
- startHP = hp;
- break;
- case ChangeRoomState.teleport: //瞬移
- //ani.Play("", 0, 0);
- bodyTrans.gameObject.SetActive(false);
- break;
- case ChangeRoomState.createRoom:
- transform.position = pc.transform.position;
- bodyTrans.gameObject.SetActive(true);
- ani.Play("roar", 0, 0);
- ChangeBG(true);
- break;
- default:
- break;
- }
- }
-
- private void OnChangeBG()
- {
- switch (rs)
- {
- case ChangeRoomState.disappear:
- changeAniTime += Time.deltaTime;
- if (changeAniTime >= disappearAniTime)
- {
- ToChangeRoom(ChangeRoomState.teleport);
- changeAniTime = 0;
- }
- break;
- case ChangeRoomState.teleport:
- changeAniTime += Time.deltaTime;
- if (changeAniTime >= disappearTime)
- {
- ToChangeRoom(ChangeRoomState.createRoom);
- changeAniTime = 0;
- }
- break;
- case ChangeRoomState.createRoom:
- changeAniTime += Time.deltaTime;
- if (changeAniTime >= createRoomTime)
- {
- ToChangeRoom(ChangeRoomState.none);
- changeAniTime = 0;
- isToBossRoom = false;
- ChangeState(CharacterState.Idle);
- ChangeBossState(BossState.rise);
- }
- break;
- default:
- break;
- }
- }
- //拉入boss房间(通过切换bg实现)
- private void ChangeBG(bool isToBossBG)
- {
- if (isToBossBG)
- {
- isInBossRoom = true;
- if (!bossRoomIns)
- {
- bossRoomIns = Instantiate(bossRoom);
- }
- bossRoomIns.SetActive(true);
- GameManager.instance.chapterBG.SetActive(false);
- }
- else
- {
- isInBossRoom = false;
- bossRoomIns.SetActive(false);
- GameManager.instance.chapterBG.SetActive(true);
- }
- pc.foot.trigGroundList.Clear();
- startHP = hp;
- ChangeBossState(BossState.invincible);
- }
- //判断是否要切换boss房间
- private void JudgeIfChangeBG()
- {
- if (isToBossRoom) //换房间中
- {
- return;
- }
- if (isInBossRoom)
- {
- if (startHP - hp >= toOrigNeedHP)
- {
- ani.Play("roar", 0, 0);
- isToBossRoom = true;
- ChangeBG(false);
- }
- return;
- }
- if (toBossTime <= 0) //boss是否还有转房间次数
- {
- return;
- }
- if (startHP - hp >= toBossNeedHP)
- {
- toBossTime--;
- isToBossRoom = true;
- ChangeState(CharacterState.Idle);
- ToChangeRoom(ChangeRoomState.disappear);
- }
- }
- }
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