BlackUmbrella.cs 10 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using Sirenix.OdinInspector;
  5. using UnityEngine.Events;
  6. public class BlackUmbrella : MonoBehaviour
  7. {
  8. public enum UmbrellaState
  9. {
  10. none,
  11. appear, //出现,原地动画
  12. sprint, //飞出去
  13. stay, //停在目标点
  14. back, //收回
  15. disappear, //消失前原地动画
  16. }
  17. [DisplayOnly]
  18. public UmbrellaState umbrellaState; //当前黑伞的状态
  19. [HideInInspector]
  20. public Transform umbrellaOrigPos;
  21. private Vector3 origPos;
  22. [HideInInspector]
  23. public Transform umbrellaBackPos;
  24. public Transform owner;
  25. WaterSprite ws;
  26. private Animator ani;
  27. private WaterSpriteAttackController attackCon;
  28. //玩家
  29. private PlayerController pc;
  30. //黑伞的目标坐标
  31. public float farFromPlayerDis;
  32. private Vector3 aimPos;
  33. private float attackDis;
  34. //黑伞攻击次数
  35. public int minTime, maxTime;
  36. private int allTime;
  37. //黑伞的攻击
  38. private float umbrePastTime;
  39. [LabelText("黑伞初速度")]
  40. public float initialSpeed;
  41. [LabelText("黑伞出现时长")]
  42. public float appearTime;
  43. [LabelText("黑伞停留时长")]
  44. public float stayTime;
  45. [LabelText("黑伞收回时长")]
  46. public float backTime;
  47. private bool hasBackAni;
  48. [LabelText("黑伞消失时长")]
  49. public float disappearTime;
  50. [LabelText("黑伞位置提示特效")]
  51. public GameObject effect;
  52. private GameObject effectIns;
  53. private SpriteRenderer effectInsSr;
  54. public float initialTransparency = 0.5f;
  55. //提示X坐标
  56. public float leftX, rightX;
  57. //是第一次攻击,则无需索敌
  58. private bool isFirst;
  59. public UnityAction OnBack;
  60. public float leftBoundary, rightBoundary;
  61. private void Start()
  62. {
  63. if (ani == null)
  64. {
  65. ani = GetComponent<Animator>();
  66. ws = owner.GetComponent<WaterSprite>();
  67. GetComponentInChildren<AttackTrigger>().owner = ws;
  68. attackCon = owner.GetComponent<WaterSpriteAttackController>();
  69. pc = PlayersInput.instance[0];
  70. }
  71. }
  72. //放出这个攻击!
  73. public void Release()
  74. {
  75. allTime = Random.Range(minTime, maxTime);
  76. isFirst = true;
  77. ChangeUmbrellaState(UmbrellaState.appear);
  78. }
  79. public void ChangeUmbrellaState(UmbrellaState us)
  80. {
  81. if (umbrellaState == us)
  82. {
  83. return;
  84. }
  85. umbrellaState = us;
  86. switch (us)
  87. {
  88. case UmbrellaState.appear:
  89. transform.position = umbrellaOrigPos.position;
  90. gameObject.SetActive(true);
  91. break;
  92. case UmbrellaState.sprint:
  93. origPos = transform.position;
  94. aimPos = pc.transform.position;
  95. if (isFirst && aimPos.x < transform.position.x)
  96. {
  97. aimPos = transform.position + new Vector3(1, 0, 0) * farFromPlayerDis;
  98. attackDis = farFromPlayerDis;
  99. isFirst = false;
  100. }
  101. else
  102. {
  103. aimPos.y = origPos.y;
  104. int fx = 1;
  105. if (aimPos.x < origPos.x)
  106. {
  107. fx = -1;
  108. }
  109. aimPos.x += farFromPlayerDis * fx;
  110. attackDis = Mathf.Abs(aimPos.x - transform.position.x);
  111. }
  112. if (aimPos.x > rightBoundary)
  113. {
  114. aimPos.x = rightBoundary;
  115. }
  116. else if (aimPos.x < leftBoundary)
  117. {
  118. aimPos.x = leftBoundary;
  119. }
  120. break;
  121. case UmbrellaState.stay:
  122. aimPos.y = pc.bodyTrans.position.y;
  123. break;
  124. case UmbrellaState.back:
  125. OnBack?.Invoke();
  126. break;
  127. case UmbrellaState.disappear:
  128. break;
  129. }
  130. }
  131. private void OnUmbrellaState()
  132. {
  133. umbrePastTime += Time.deltaTime;
  134. switch (umbrellaState)
  135. {
  136. case UmbrellaState.appear:
  137. if (umbrePastTime >= appearTime)
  138. {
  139. umbrePastTime = 0;
  140. ChangeUmbrellaState(UmbrellaState.sprint);
  141. }
  142. break;
  143. case UmbrellaState.sprint:
  144. float distanceCovered = umbrePastTime * initialSpeed;
  145. float fraction = distanceCovered / attackDis;
  146. float dec = 1 - (1 - fraction) * (1 - fraction);
  147. transform.position = Vector3.Lerp(origPos, aimPos, dec);
  148. if (Mathf.Abs(transform.position.x - aimPos.x) <= 0.2f)
  149. {
  150. transform.position = aimPos;
  151. umbrePastTime = 0;
  152. ChangeUmbrellaState(UmbrellaState.stay);
  153. }
  154. break;
  155. case UmbrellaState.stay:
  156. aimPos.y = pc.bodyTrans.position.y;
  157. transform.position = Vector3.MoveTowards(transform.position, aimPos, 9f * Time.deltaTime);
  158. if (umbrePastTime >= stayTime)
  159. {
  160. transform.position = aimPos;
  161. umbrePastTime = 0;
  162. allTime--;
  163. if (allTime > 0)
  164. {
  165. ChangeUmbrellaState(UmbrellaState.sprint);
  166. }
  167. else
  168. {
  169. ChangeUmbrellaState(UmbrellaState.back);
  170. }
  171. }
  172. break;
  173. case UmbrellaState.back:
  174. //float t2 = Mathf.Clamp01(umbrePastTime / backTime);
  175. //float smoothT2 = Mathf.SmoothStep(0, 1, t2);
  176. //transform.position = Vector3.Lerp(aimPos, umbrellaBackPos.position, smoothT2);
  177. //if (umbrePastTime >= backTime)
  178. //{
  179. // umbrePastTime = 0;
  180. // hasBackAni = false;
  181. // ws.isHoldingUmbre = true;
  182. // ChangeUmbrellaState(UmbrellaState.disappear);
  183. //}
  184. //else if (!hasBackAni && umbrePastTime >= backTime - 0.6f)
  185. //{
  186. // hasBackAni = true;
  187. // attackCon.isUmbrellaBack = true;
  188. // ws.isHoldingUmbre = true;
  189. //}
  190. break;
  191. case UmbrellaState.disappear:
  192. if (umbrePastTime >= disappearTime)
  193. {
  194. umbrePastTime = 0;
  195. ChangeUmbrellaState(UmbrellaState.none);
  196. gameObject.SetActive(false);
  197. }
  198. break;
  199. }
  200. }
  201. public void BeTaken()
  202. {
  203. StartCoroutine(Disappear());
  204. }
  205. IEnumerator Disappear()
  206. {
  207. yield return new WaitForSeconds(0.6f);
  208. umbrePastTime = 0;
  209. attackCon.isUmbrellaBack = true;
  210. ws.isHoldingUmbre = true;
  211. ChangeUmbrellaState(UmbrellaState.disappear);
  212. }
  213. private bool IsTargetVisible(GameObject target)
  214. {
  215. Camera camera = Camera.main;
  216. // 获取物体在视口中的位置(归一化坐标)
  217. Vector3 viewportPoint = camera.WorldToViewportPoint(target.transform.position);
  218. // 检查坐标是否在屏幕范围内(0-1之间)
  219. bool inCameraView = viewportPoint.x >= 0 && viewportPoint.x <= 1 &&
  220. viewportPoint.y >= 0 && viewportPoint.y <= 1 &&
  221. viewportPoint.z > 0; // z>0 表示在相机前方
  222. return inCameraView;
  223. }
  224. private void ShowTip()
  225. {
  226. if (!effectIns)
  227. {
  228. effectIns = PoolManager.Instantiate(effect, Camera.main.transform);
  229. effectIns.GetComponent<Bullet>().owner = ws;
  230. effectInsSr = effectIns.GetComponentInChildren<SpriteRenderer>();
  231. // 初始化透明度为半透明(假设原本是0.5)
  232. var color = effectInsSr.color;
  233. color.a = initialTransparency;
  234. effectInsSr.color = color;
  235. }
  236. bool isAboutToAttack = umbrellaState == UmbrellaState.stay
  237. && allTime > 0
  238. && (stayTime - umbrePastTime) <= 1f;
  239. if (!IsTargetVisible(gameObject))
  240. {
  241. if (isAboutToAttack)
  242. {
  243. // 剩余时间在0-1秒之间,计算透明度(0.5 -> 1.0)
  244. float remainingTime = stayTime - umbrePastTime;
  245. float alpha = Mathf.Lerp(1.0f, initialTransparency, remainingTime); // 时间越少透明度越高
  246. var color = effectInsSr.color;
  247. color.a = alpha;
  248. effectInsSr.color = color;
  249. }
  250. else
  251. {
  252. // 非攻击状态保持半透明
  253. var color = effectInsSr.color;
  254. if (color.a != initialTransparency)
  255. {
  256. color.a = initialTransparency;
  257. effectInsSr.color = color;
  258. }
  259. }
  260. if (gameObject.transform.position.x > pc.transform.position.x)
  261. {
  262. effectIns.transform.localPosition = new Vector3(rightX, 0, 16);
  263. Vector3 pos = effectIns.transform.position;
  264. pos.y = gameObject.transform.position.y;
  265. effectIns.transform.position = pos;
  266. effectIns.transform.localEulerAngles = new Vector3(0.8f, 0.1f, 1);
  267. }
  268. else
  269. {
  270. effectIns.transform.localPosition = new Vector3(leftX, 0, 16);
  271. Vector3 pos = effectIns.transform.position;
  272. pos.y = gameObject.transform.position.y;
  273. effectIns.transform.position = pos;
  274. effectIns.transform.localEulerAngles = new Vector3(-0.8f, 0.1f, 1);
  275. }
  276. effectIns.SetActive(true);
  277. }
  278. else
  279. {
  280. effectIns.SetActive(false);
  281. // 重置透明度为半透明,避免下次显示时状态错误
  282. var color = effectInsSr.color;
  283. if (color.a != initialTransparency)
  284. {
  285. color.a = initialTransparency;
  286. effectInsSr.color = color;
  287. }
  288. effectIns.SetActive(false);
  289. }
  290. }
  291. private void Update()
  292. {
  293. OnUmbrellaState();
  294. ShowTip();
  295. }
  296. }