EnemyTower.cs 3.8 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using TMPro;
  5. public class EnemyTower : Character
  6. {
  7. [Header("µÐ·½Ëþ")]
  8. public string name;
  9. public float height = 8;
  10. private void Awake()
  11. {
  12. TowerMap.enemyTowers.Add(gameObject);
  13. Init();
  14. }
  15. public void Attack_March()
  16. {
  17. GameObject bulletObj = PoolManager.Instantiate(attackController.bulletPrefab);
  18. Bullet bullet = bulletObj.GetComponent<Bullet>();
  19. AttackInfo attackInfo = attackController.attackInfo;
  20. Vector3 attackDir = attackInfo.attackDir.normalized;
  21. if (bodyTrans.localScale.x < 0)
  22. {
  23. attackDir.x = -attackDir.x;
  24. }
  25. bullet.BeShoot(this, attackController.shootPos[0].position, attackDir, attackController.shootTrack,
  26. attackController.shootAlwaysTrack, attackTarget ? attackTarget : null);
  27. }
  28. public bool GetAttack()
  29. {
  30. if (targetCharacter != null)
  31. {
  32. return true;
  33. }
  34. return false;
  35. }
  36. public void SearchTarget()
  37. {
  38. targetCharacter = searchTrigger.GetMinDisTarget(attackController.targetTypes, true);
  39. }
  40. public override void OnState()
  41. {
  42. base.OnState();
  43. SearchTarget();
  44. attackController.attackTime -= Time.deltaTime;
  45. dieKeepTime -= Time.deltaTime;
  46. bool isAttack = GetAttack();
  47. switch (state)
  48. {
  49. case CharacterState.Idle:
  50. if (isAttack)
  51. {
  52. ChangeState(CharacterState.Attack);
  53. break;
  54. }
  55. break;
  56. case CharacterState.Attack:
  57. if (attackController.attackTime <= 0)
  58. {
  59. ChangeState(CharacterState.Idle);
  60. break;
  61. }
  62. break;
  63. case CharacterState.Die:
  64. if (dieKeepTime <= 0)
  65. {
  66. TowerMap.enemyTowers.Remove(gameObject);
  67. gameObject.SetActive(false);
  68. break;
  69. }
  70. break;
  71. default:
  72. break;
  73. }
  74. }
  75. public override void ChangeState(CharacterState newState)
  76. {
  77. switch (state)
  78. {
  79. case CharacterState.Idle:
  80. break;
  81. case CharacterState.Attack:
  82. attackTarget = null;
  83. break;
  84. case CharacterState.Die:
  85. isDie = false;
  86. break;
  87. default:
  88. break;
  89. }
  90. CharacterState oldState = state;
  91. state = newState;
  92. switch (newState)
  93. {
  94. case CharacterState.Idle:
  95. rb.velocity = Vector3.zero;
  96. break;
  97. case CharacterState.Attack:
  98. attackController.attackTime = totalAttack_marchTime;
  99. attackTarget = targetCharacter;
  100. if ((attackTarget.transform.position - transform.position).x > 0
  101. && bodyTrans.localScale.x > 0)
  102. {
  103. Turn();
  104. }
  105. else if ((attackTarget.transform.position - transform.position).x < 0
  106. && bodyTrans.localScale.x < 0)
  107. {
  108. Turn();
  109. }
  110. Attack_March();
  111. break;
  112. case CharacterState.Die:
  113. isDie = true;
  114. dieKeepTime = totalDieKeepTime;
  115. TowerMap.myTowers.Remove(gameObject);
  116. break;
  117. default:
  118. break;
  119. }
  120. }
  121. public override void BeHit(int damage)
  122. {
  123. base.BeHit(damage);
  124. }
  125. public override void BeHit(AttackInfo attackInfo, Character attackFrom)
  126. {
  127. base.BeHit(attackInfo.damage);
  128. }
  129. }