Bullet.cs 8.0 KB

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  1. using Base.Common;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. public enum BulletType
  6. {
  7. Single = 0, //单体目标,触发后即销毁
  8. Penetrate = 1, //穿透,可击中多个目标
  9. Bomb = 2, //击中目标后爆炸
  10. Boomerang = 3, //回旋镖
  11. }
  12. public class Bullet : MonoBehaviour
  13. {
  14. [Header("是否留下箭种")]
  15. public bool canStop;
  16. public float stopTime;
  17. [Header("组件")]
  18. public Character owner;
  19. public AttackInfo attackInfo;
  20. public Rigidbody rb;
  21. public List<BeHitTrigger> trigedObjs;
  22. public BulletType bulletType;
  23. public bool isGetTarget = false;
  24. public float speed;
  25. public float maxFlyTime = 2f;
  26. public float flyTime;
  27. [Header("子弹是否追踪,不勾选则水平往前射出")]
  28. public bool isTrack;
  29. [Header("子弹是否始终追踪,勾选:子弹会跟着目标转,不勾选:子弹斜着往前直飞")]
  30. public bool canAlwaysTrack;
  31. public Character trackTarget;
  32. [Header("击中特效")]
  33. public GameObject effect;
  34. private Vector3 effectPos;
  35. [Header("消失特效")]
  36. public GameObject disappearEffect;
  37. [Header("传送门")]
  38. public bool canTransmit; //子弹是否能被传送门传送
  39. public bool haveTransmit; //刚传送过
  40. [HideInInspector]
  41. public float transmitTime; //传送CD
  42. public PortalsController portalsController;
  43. private bool isInVain; //击中光球,攻击无效
  44. private void Awake()
  45. {
  46. rb = GetComponent<Rigidbody>();
  47. }
  48. public virtual void Update()
  49. {
  50. if (haveTransmit)
  51. {
  52. transmitTime -= Time.deltaTime;
  53. if (transmitTime <= 0)
  54. {
  55. haveTransmit = false;
  56. portalsController.rbs.Remove(rb);
  57. }
  58. }
  59. }
  60. private void FixedUpdate()
  61. {
  62. flyTime += Time.deltaTime;
  63. if (flyTime >= maxFlyTime)
  64. {
  65. isGetTarget = true;
  66. DisappearEffect();
  67. gameObject.SetActive(false);
  68. return;
  69. }
  70. if (isTrack && trackTarget != null && !trackTarget.isDie && trackTarget.gameObject.activeInHierarchy)
  71. {
  72. if (canAlwaysTrack)
  73. {
  74. Vector3 tarDir = (trackTarget.beSearchTrigger.transform.position - transform.position).normalized;
  75. tarDir.z = 0;
  76. transform.right = Vector3.Lerp(transform.right, -tarDir, 0.2f);
  77. rb.velocity = Vector3.Lerp(rb.velocity, speed * tarDir, 0.2f);
  78. }
  79. }
  80. }
  81. public void BeShoot(Character own, Vector3 shootPos, Vector3 dir, bool aim = false, bool alwaysTrack = false, Character target = null)
  82. {
  83. transform.position = shootPos;
  84. transform.right = -dir;
  85. isTrack = aim;
  86. rb.velocity = dir * speed;
  87. trackTarget = target;
  88. owner = own;
  89. if (isTrack && trackTarget != null && !trackTarget.isDie && trackTarget.gameObject.activeInHierarchy)
  90. {
  91. Vector3 tarDir = (trackTarget.beSearchTrigger.transform.position - transform.position).normalized;
  92. tarDir.z = 0;
  93. transform.right = -tarDir;
  94. rb.velocity = speed * tarDir;
  95. }
  96. gameObject.SetActive(true);
  97. isGetTarget = false;
  98. canAlwaysTrack = alwaysTrack;
  99. flyTime = 0;
  100. attackInfo = own.attackController.attackInfo;
  101. }
  102. private void GetEffectPos(Collider other)
  103. {
  104. effectPos = other.bounds.ClosestPoint(transform.position);
  105. }
  106. private void OnTriggerEnter(Collider other)
  107. {
  108. if (isGetTarget || isInVain)
  109. {
  110. return;
  111. }
  112. BeHitTrigger hitTrigger = other.GetComponent<BeHitTrigger>();
  113. if (hitTrigger != null)
  114. {
  115. bool triged = false;
  116. for (int i = 0; i < trigedObjs.Count; i++)
  117. {
  118. if (trigedObjs[i] == hitTrigger)
  119. {
  120. triged = true;
  121. break;
  122. }
  123. }
  124. if (!triged)
  125. {
  126. trigedObjs.Add(hitTrigger);
  127. if (Util.CheckCanHit(owner.tag, hitTrigger.owner.tag) && !hitTrigger.owner.isDie)
  128. {
  129. float dir = transform.position.x < hitTrigger.transform.position.x ? -1 : 1;
  130. switch (bulletType)
  131. {
  132. case BulletType.Single:
  133. //是被起手式攻击的
  134. if (attackInfo.isDemSummon)
  135. {
  136. hitTrigger.owner.isBeHitBySummonAttack = true;
  137. }
  138. else
  139. {
  140. hitTrigger.owner.isBeHitBySummonAttack = false;
  141. }
  142. hitTrigger.BeHit(attackInfo, owner);
  143. BeHitEffect(other, hitTrigger);
  144. if (hitTrigger.owner.debugAttackFrom)
  145. {
  146. hitTrigger.owner.DebugAttackFrom(owner.name, attackInfo.damage);
  147. }
  148. isGetTarget = true;
  149. if (canStop && (hitTrigger.owner.gameObject.layer == 6 || hitTrigger.owner.gameObject.layer == 7))
  150. {
  151. rb.velocity = Vector3.zero;
  152. rb.isKinematic = true;
  153. GetComponent<Collider>().enabled = false;
  154. transform.parent = hitTrigger.transform;
  155. BulletStop bs = GetComponent<BulletStop>();
  156. if (bs)
  157. {
  158. bs.enabled = true;
  159. }
  160. else
  161. {
  162. bs = gameObject.AddComponent<BulletStop>();
  163. }
  164. bs.SetDisappearTime(stopTime);
  165. enabled = false;
  166. }
  167. else
  168. {
  169. gameObject.SetActive(false);
  170. }
  171. break;
  172. case BulletType.Penetrate:
  173. //是被起手式攻击的
  174. if (attackInfo.isDemSummon)
  175. {
  176. hitTrigger.owner.isBeHitBySummonAttack = true;
  177. }
  178. else
  179. {
  180. hitTrigger.owner.isBeHitBySummonAttack = false;
  181. }
  182. hitTrigger.BeHit(attackInfo, owner);
  183. BeHitEffect(other, hitTrigger);
  184. if (hitTrigger.owner.debugAttackFrom)
  185. {
  186. hitTrigger.owner.DebugAttackFrom(owner.name, attackInfo.damage);
  187. }
  188. break;
  189. case BulletType.Bomb:
  190. break;
  191. default:
  192. break;
  193. }
  194. }
  195. }
  196. }
  197. }
  198. private void BeHitEffect(Collider other, BeHitTrigger bht)
  199. {
  200. if (effect)
  201. {
  202. GetEffectPos(other);
  203. Instantiate(effect, effectPos, new Quaternion(0, 0, 0, 0), bht.owner.bodyTrans);
  204. }
  205. }
  206. private void DisappearEffect()
  207. {
  208. if (disappearEffect)
  209. {
  210. Instantiate(disappearEffect, transform.position, new Quaternion(0, 0, 0, 0));
  211. }
  212. }
  213. private void OnEnable()
  214. {
  215. trigedObjs.Clear();
  216. }
  217. }