Bullet.cs 8.1 KB

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  1. using Base.Common;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. using UnityEngine.Events;
  6. public enum BulletType
  7. {
  8. Single = 0, //单体目标,触发后即销毁
  9. Penetrate = 1, //穿透,可击中多个目标
  10. Bomb = 2, //击中目标后爆炸
  11. Boomerang = 3, //回旋镖
  12. Throw = 4, //投掷类
  13. }
  14. public class Bullet : MonoBehaviour
  15. {
  16. [Header("是否留下箭种")]
  17. public bool canStop;
  18. public float stopTime;
  19. public bool isBulletMove = true;
  20. [Header("组件")]
  21. public Character owner;
  22. public AttackInfo attackInfo;
  23. public Rigidbody rb;
  24. public List<BeHitTrigger> trigedObjs;
  25. public BulletType bulletType;
  26. public bool isGetTarget = false;
  27. public float speed;
  28. public float maxFlyTime = 2f;
  29. public float flyTime;
  30. [Header("子弹是否追踪,不勾选则水平往前射出")]
  31. public bool isTrack;
  32. [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")]
  33. public bool canAlwaysTrack;
  34. public Character trackTarget;
  35. [Header("击中特效")]
  36. public GameObject effect;
  37. private Vector3 effectPos;
  38. [Header("未击中,到时长后的消失特效")]
  39. public GameObject disappearEffect;
  40. [Header("传送门")]
  41. public bool canTransmit; //子弹是否能被传送门传送
  42. public bool haveTransmit; //刚传送过
  43. [HideInInspector]
  44. public float transmitTime; //传送CD
  45. private bool isInVain; //击中光球,攻击无效
  46. public UnityAction OnBulletHit;
  47. private void Awake()
  48. {
  49. rb = GetComponent<Rigidbody>();
  50. }
  51. public virtual void Update()
  52. {
  53. if (haveTransmit)
  54. {
  55. transmitTime -= Time.deltaTime;
  56. if (transmitTime <= 0)
  57. {
  58. haveTransmit = false;
  59. }
  60. }
  61. }
  62. private void FixedUpdate()
  63. {
  64. if (!isBulletMove)
  65. {
  66. return;
  67. }
  68. flyTime += Time.deltaTime;
  69. if (flyTime >= maxFlyTime)
  70. {
  71. isGetTarget = true;
  72. DisappearEffect();
  73. gameObject.SetActive(false);
  74. return;
  75. }
  76. if (isTrack && trackTarget != null && !trackTarget.isDie && trackTarget.gameObject.activeInHierarchy)
  77. {
  78. if (canAlwaysTrack)
  79. {
  80. Vector3 tarDir = (trackTarget.beSearchTrigger.transform.position - transform.position).normalized;
  81. tarDir.z = 0;
  82. transform.right = Vector3.Lerp(transform.right, -tarDir, 0.2f);
  83. rb.velocity = Vector3.Lerp(rb.velocity, speed * tarDir, 0.2f);
  84. }
  85. }
  86. }
  87. public virtual void BeShoot(Character own, Vector3 shootPos = default, Vector3 dir = default, bool aim = false, bool alwaysTrack = false, Character target = null)
  88. {
  89. transform.position = shootPos;
  90. transform.right = -dir;
  91. //假如有拖尾渲染器,初始化时清空拖尾效果
  92. TrailRenderer trailRenderer = GetComponentInChildren<TrailRenderer>();
  93. if (trailRenderer != null)
  94. {
  95. trailRenderer.Clear();
  96. }
  97. isTrack = aim;
  98. rb.velocity = dir * speed;
  99. trackTarget = target;
  100. owner = own;
  101. if (isTrack && trackTarget != null && !trackTarget.isDie && trackTarget.gameObject.activeInHierarchy)
  102. {
  103. Vector3 tarDir = (trackTarget.beSearchTrigger.transform.position - transform.position).normalized;
  104. tarDir.z = 0;
  105. transform.right = -tarDir;
  106. rb.velocity = speed * tarDir;
  107. }
  108. gameObject.SetActive(true);
  109. isGetTarget = false;
  110. canAlwaysTrack = alwaysTrack;
  111. flyTime = 0;
  112. attackInfo = own.attackController.curAttackMethod.attackInfo;
  113. }
  114. private void GetEffectPos(Collider other)
  115. {
  116. effectPos = other.bounds.ClosestPoint(transform.position);
  117. }
  118. private void OnTriggerEnter(Collider other)
  119. {
  120. if (isGetTarget || isInVain || (bulletType == BulletType.Throw && rb.velocity.y > 0))
  121. {
  122. return;
  123. }
  124. Platform platform = other.GetComponent<Platform>();
  125. if ((platform != null && !platform.canPenetrateBullets || other.CompareTag("Ground")))
  126. {
  127. if (bulletType == BulletType.Single || bulletType == BulletType.Throw)
  128. {
  129. DisappearEffect();
  130. gameObject.SetActive(false);
  131. return;
  132. }
  133. }
  134. BeHitTrigger hitTrigger = other.GetComponent<BeHitTrigger>();
  135. if (hitTrigger != null)
  136. {
  137. bool triged = false;
  138. for (int i = 0; i < trigedObjs.Count; i++)
  139. {
  140. if (trigedObjs[i] == hitTrigger)
  141. {
  142. triged = true;
  143. break;
  144. }
  145. }
  146. if (!triged)
  147. {
  148. trigedObjs.Add(hitTrigger);
  149. if (Util.CheckCanHit(owner.tag, hitTrigger.owner.tag) && !hitTrigger.owner.isDie)
  150. {
  151. //是否被起手式攻击
  152. if (owner.CompareTag("Demonic")
  153. && attackInfo.attackMethod_Type == AttackMethod_Type.Attack_Summon)
  154. {
  155. hitTrigger.owner.isBeHitBySummonAttack = true;
  156. }
  157. else
  158. {
  159. hitTrigger.owner.isBeHitBySummonAttack = false;
  160. }
  161. hitTrigger.BeHit(attackInfo, owner);
  162. BeHitEffect(other, hitTrigger);
  163. if (hitTrigger.owner.debugAttackFrom)
  164. {
  165. hitTrigger.owner.DebugAttackFrom(owner.name, attackInfo.damage);
  166. }
  167. switch (bulletType)
  168. {
  169. case BulletType.Single:
  170. case BulletType.Throw:
  171. isGetTarget = true;
  172. if (canStop && (hitTrigger.owner.CompareTag("Player") || hitTrigger.owner.CompareTag("Demonic")))
  173. {
  174. rb.velocity = Vector3.zero;
  175. rb.isKinematic = true;
  176. GetComponent<Collider>().enabled = false;
  177. transform.parent = hitTrigger.transform;
  178. BulletStop bs = GetComponent<BulletStop>();
  179. if (bs)
  180. {
  181. bs.enabled = true;
  182. }
  183. else
  184. {
  185. bs = gameObject.AddComponent<BulletStop>();
  186. }
  187. bs.SetDisappearTime(stopTime);
  188. enabled = false;
  189. }
  190. else
  191. {
  192. if (isBulletMove)
  193. gameObject.SetActive(false);
  194. else OnBulletHit?.Invoke();
  195. }
  196. break;
  197. case BulletType.Penetrate:
  198. break;
  199. case BulletType.Bomb:
  200. break;
  201. default:
  202. break;
  203. }
  204. }
  205. }
  206. }
  207. }
  208. protected void BeHitEffect(Collider other, BeHitTrigger bht)
  209. {
  210. if (effect)
  211. {
  212. GetEffectPos(other);
  213. PoolManager.Instantiate(effect, effectPos, new Quaternion(0, 0, 0, 0));
  214. }
  215. }
  216. private void DisappearEffect()
  217. {
  218. if (disappearEffect)
  219. {
  220. PoolManager.Instantiate(disappearEffect, transform.position, new Quaternion(0, 0, 0, 0));
  221. }
  222. }
  223. private void OnEnable()
  224. {
  225. trigedObjs.Clear();
  226. }
  227. }