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- using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
- using Sirenix.OdinInspector;
- using Spine;
- using Spine.Unity;
- using System.Collections;
- using System.Collections.Generic;
- using TMPro;
- using Unity.VisualScripting;
- using UnityEngine;
- public enum EnemyTag
- {
- Common,
- Backline,
- Tank
- }
- public enum SearchState
- {
- NoTarget = 0, //搜索范围内没有目标
- InSearchScope = 1, //在搜索范围内发现目标,但不在攻击范围内
- InAttackScope = 2, //目标在攻击范围内
- }
- public class Enemy : MoveCharacter
- {
- [Space(30)]
- [Title("Enemy属性")]
- [LabelText("击杀提供的经验值")]
- public int exp;
- public EnemyTag tag;
- [LabelText("死亡特效")]
- public GameObject dieEffect;
- public string name;
- public int baseSortingOrder;
- int sortingOrder = 0;
- public bool isBack = false; //往反方向走
- public float jumpSpeed = 10;
- public float maxMoveSpeed, minMoveSpeed;
- public float runSpeed;
- [Header("击飞、屏幕反弹")]
- public bool isBeBlownUp; //被击飞
- public bool isBeReboundedX; //X方向被反弹
- public bool isBeReboundedY; //Y方向被反弹
- private bool hasBeReboundedX;
- private bool hasBeReboundedY;
- public float reboundXSpeed;
- public float reboundYSpeed;
- public int wallDamage;
- [Header("敌方英灵")]
- public Spirits.SpiritType type;
- [Header("敌方单位组件")]
- public SearchState searchState;
- [Header("攻击")]
- public float attackRatio;
- protected int curAttackID;
- public int len;
- protected float pastAttackTime;
- protected bool isConAttack; //连续攻击,不切idle动画
- [Header("掉落魂")]
- public int dropSoulMax = 3;
- public int dropSoulMin = 1;
- public int dropProbability = 100;
- public float dropSoulAngle = 60f;
- public override void Awake()
- {
- base.Awake();
- }
- protected virtual void Start()
- {
- len = attackController.attackMethod_march.Length;
- }
- protected virtual void OnEnable()
- {
- Init();
- }
- protected override void OnDisable()
- {
- base.OnDisable();
- EnemyCreater.instance.OnEnemyRecycle(this);
- }
- public override void Init()
- {
- base.Init();
- moveSpeed = Random.Range(minMoveSpeed, maxMoveSpeed);
- spinee.transform.rotation = Quaternion.identity;
- ChangeSearchState(SearchState.NoTarget);
- attributeStatus.curSpecialStates = SpecialState.Null;
- attributeStatus.attributeTime = 0;
- curAttackID = 0;
- attackController.curAttackMethod = attackController.attackMethod_march[0];
- }
- public override void FixedUpdate()
- {
- OnSearchState();
- OnState();
- }
- public override Vector3 GetMoveDir()
- {
- Vector3 moveDir = Vector3.zero;
- switch (searchState)
- {
- case SearchState.NoTarget:
- if (TowerMap.myTowers.Count == 0)
- {
- moveDir = Vector3.right;
- break;
- }
- float minDistance = Mathf.Infinity;
- int id = -1;
- for (int i = 0; i < TowerMap.myTowers.Count; i++)
- {
- Tower myTower = TowerMap.myTowers[i].GetComponent<Tower>();
- if (transform.position.y >
- myTower.transform.position.y + myTower.height)
- {
- continue;
- }
- float distance = Vector3.Distance(transform.position,
- TowerMap.myTowers[i].transform.position);
- if (distance < minDistance)
- {
- minDistance = distance;
- id = i;
- }
- }
- if (id == -1)
- {
- moveDir = Vector3.right;
- break;
- }
- if (bodyTrans.position.x > TowerMap.myTowers[id].transform.position.x)
- {
- moveDir = Vector3.left;
- }
- else
- {
- moveDir = Vector3.right;
- }
- break;
- case SearchState.InSearchScope:
- if (targetCharacter)
- {
- if (targetCharacter.transform.position.x - transform.position.x < -1)
- {
- moveDir = Vector3.left;
- }
- else if(targetCharacter.transform.position.x - transform.position.x >1)
- {
- moveDir = Vector3.right;
- }
- else
- {
- moveDir = bodyTrans.localScale.x > 0 ? Vector3.left : Vector3.right;
- }
- }
- else
- {
- moveDir = Vector3.zero;
- }
- break;
- case SearchState.InAttackScope:
- if (targetCharacter)
- {
- if (targetCharacter.transform.position.x - transform.position.x < 0)
- {
- moveDir = Vector3.left;
- }
- else
- {
- moveDir = Vector3.right;
- }
- }
- else
- {
- moveDir = Vector3.zero;
- }
- break;
- default:
- break;
- }
- if (!isBack)
- {
- return moveDir;
- }
- return -moveDir;
- }
- public virtual bool GetAttack()
- {
- if (searchState == SearchState.InAttackScope)
- {
- return true;
- }
- return false;
- }
- public bool GetJump()
- {
- return false;
- }
- public override void OnState()
- {
- base.OnState();
- if (state == CharacterState.FramePause)
- {
- return;
- }
- //hurtKeepTime -= Time.deltaTime;
-
- invincibleTime -= Time.deltaTime;
- pastAttackTime += Time.deltaTime;
- Vector3 leftDir = GetMoveDir();
- bool isAttack = GetAttack();
- Vector3 velocity = rb.velocity;
- Quaternion targetQt = Quaternion.Euler(Vector3.zero);
- switch (state)
- {
- case CharacterState.Idle:
- if (isAdjustHeight == 1)
- {
- ChangeState(CharacterState.Rise);
- break;
- }
- else if (isAttack)
- {
- if (pastAttackTime >= attackController.attackInterval)
- {
- Attack_march();
- }
- }
- else
- {
- if (!foot.TrigGround && !canFly)
- {
- if (rb.velocity.y > 0)
- {
- ChangeState(CharacterState.Rise);
- break;
- }
- else
- {
- ChangeState(CharacterState.Fall);
- break;
- }
- }
- if (leftDir.x > 0.3f || leftDir.x < -0.3f)
- {
- ChangeState(CharacterState.Run);
- break;
- }
- velocity.y = 0;
- if (!foot.haveGravity)
- {
- transform.position = new Vector3(transform.position.x, platformPosY, transform.position.z);
- targetQt = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, platformRotZ);
- }
- if (RotLerpTime < 1)
- {
- RotLerpTime += RotLerpSpeed * Time.deltaTime;
- transform.rotation = Quaternion.Lerp(transform.rotation, targetQt, RotLerpTime);
- }
- else
- {
- transform.rotation = targetQt;
- }
- rb.velocity = velocity * moveSpeedScale;
- }
- break;
- case CharacterState.Run:
- if (isAttack)
- {
- if (pastAttackTime >= attackController.attackInterval)
- {
- Attack_march();
- }
- else
- {
- ChangeState(CharacterState.Idle);
- }
- }
- else
- {
- if (!foot.TrigGround && !canFly)
- {
- if (rb.velocity.y > 0)
- {
- ChangeState(CharacterState.Rise);
- break;
- }
- else
- {
- ChangeState(CharacterState.Fall);
- break;
- }
- }
- if (leftDir.x < 0.3f && leftDir.x > -0.3f)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- if (leftDir.x > 0.3f)
- {
- velocity.x = moveSpeed;
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- }
- else if (leftDir.x < -0.3f)
- {
- velocity.x = -moveSpeed;
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- velocity.y = 0;
- if (!foot.haveGravity)
- {
- transform.position = new Vector3(transform.position.x, platformPosY, transform.position.z);
- targetQt = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, platformRotZ);
- }
- if (RotLerpTime < 1)
- {
- RotLerpTime += RotLerpSpeed * Time.deltaTime;
- transform.rotation = Quaternion.Lerp(transform.rotation, targetQt, RotLerpTime);
- }
- else
- {
- transform.rotation = targetQt;
- }
- rb.velocity = velocity * moveSpeedScale;
- AdjustHeight();
- }
- break;
- case CharacterState.Rush:
- if (isAttack)
- {
- if (pastAttackTime >= attackController.attackInterval)
- {
- Attack_march();
- }
- else
- {
- ChangeState(CharacterState.Idle);
- }
- }
- else
- {
- if (!foot.TrigGround && !canFly)
- {
- if (rb.velocity.y > 0)
- {
- ChangeState(CharacterState.Rise);
- break;
- }
- else
- {
- ChangeState(CharacterState.Attack);
- break;
- }
- }
- if (leftDir.x < 0.3f && leftDir.x > -0.3f)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- if (leftDir.x > 0.3f)
- {
- //rb.velocity += Vector3.right * moveAcc * Time.deltaTime;
- rb.velocity = Vector3.right * runSpeed * moveSpeedScale;
- //if (rb.velocity.x > maxMoveSpeed)
- //{
- // rb.velocity = new Vector3(maxMoveSpeed, rb.velocity.y, rb.velocity.z);
- //}
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- }
- else if (leftDir.x < -0.3f)
- {
- //rb.velocity -= Vector3.right * moveAcc * Time.deltaTime;
- rb.velocity = Vector3.left * runSpeed * moveSpeedScale;
- //if (rb.velocity.x < -maxMoveSpeed)
- //{
- // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
- //}
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- //AdjustHeight();
- }
- break;
- case CharacterState.Rise:
- if (isAdjustHeight == 1)
- {
- AdjustHeight();
- if (!foot.haveGravity)
- {
- targetQt = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, platformRotZ);
- }
- if (RotLerpTime < 1)
- {
- RotLerpTime += RotLerpSpeed * Time.deltaTime;
- transform.rotation = Quaternion.Lerp(transform.rotation, targetQt, RotLerpTime);
- }
- else
- {
- transform.rotation = targetQt;
- }
- }
- else if (isAdjustHeight == 2)
- {
- ChangeState(CharacterState.Idle);
- isAdjustHeight = 0;
- }
- else
- {
- if (rb.velocity.y <= 0)
- {
- ChangeState(CharacterState.Fall);
- break;
- }
- rb.velocity += Vector3.up * extraRiseGravity * Time.deltaTime * moveSpeedScale;
- }
- break;
- case CharacterState.Fall:
- if (foot.TrigGround || canFly)
- {
- ChangeState(CharacterState.Idle);
- break;
- }
- velocity.y += extraFallGravity * Time.deltaTime;
- if (leftDir.x > 0.3f)
- {
- velocity.x = moveSpeed;
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- }
- else if (leftDir.x < -0.3f)
- {
- velocity.x = -moveSpeed;
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- rb.velocity = velocity * moveSpeedScale;
- break;
- case CharacterState.Attack:
- attackController.JudgeTriggerOnOff();
- if (attackController.attackTime <= 0)
- {
- isAttack = GetAttack();
- if (isAttack)
- {
- isConAttack = true;
- }
- ChangeState(CharacterState.Idle);
- break;
- }
- if (!foot.haveGravity)
- {
- targetQt = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, platformRotZ);
- }
- if (RotLerpTime < 1)
- {
- RotLerpTime += RotLerpSpeed * Time.deltaTime;
- transform.rotation = Quaternion.Lerp(transform.rotation, targetQt, RotLerpTime);
- }
- else
- {
- transform.rotation = targetQt;
- }
- break;
- case CharacterState.Die:
- //if (killer != null && killer.GetComponent<Demonic>())
- //{
- // SoldierType st = killer.GetComponent<Demonic>().soldierType;
- // SoldierEXP.expInstance.AddEXP(st, (int)(exp * LevelSelect.EXPRatio + 0.5f));
- //}
- //if (dieEffect)
- //{
- // PoolManager.Instantiate(dieEffect, transform.position);
- //}
- //GameManager gameManager = GameManager.instance;
- //if (gameManager.gameType == GameType.GameEnd)
- //{
- // GameObject fx = PoolManager.Instantiate(gameManager.dropGoldFX);
- // fx.transform.position = transform.position;
- // GameObject injuryNum = PoolManager.Instantiate(gameManager.dropGoldText);
- // injuryNum.transform.position = new Vector3(
- // transform.position.x + injuryNumPos_march.x + Random.Range(-injuryNumRandom_march.x / 2f, injuryNumRandom_march.x / 2f),
- // transform.position.y + injuryNumPos_march.y + Random.Range(-injuryNumRandom_march.y / 2f, injuryNumRandom_march.y / 2f),
- // transform.position.z);
- // TextMeshProUGUI text = injuryNum.GetComponentInChildren<TextMeshProUGUI>();
- // text.text = $"+{gameManager.enemyGoldDrop}";
- //}
- gameObject.SetActive(false);
- //dieKeepTime -= Time.deltaTime;
- //if (dieKeepTime <= 0)
- //{
- // if (killer!=null && killer.GetComponent<Demonic>())
- // {
- // SoldierType st = killer.GetComponent<Demonic>().soldierType;
- // SoldierEXP.expInstance.AddEXP(st, (int)(exp * LevelSelect.EXPRatio + 0.5f));
- // }
- // if (dieEffect)
- // {
- // PoolManager.Instantiate(dieEffect, transform.position);
- // }
- // GameManager gameManager = GameManager.instance;
- // if (gameManager.gameType == GameType.GameEnd)
- // {
- // GameObject fx = PoolManager.Instantiate(gameManager.dropGoldFX);
- // fx.transform.position = transform.position;
- // GameObject injuryNum = PoolManager.Instantiate(gameManager.dropGoldText);
- // injuryNum.transform.position = new Vector3(
- // transform.position.x + injuryNumPos_march.x + Random.Range(-injuryNumRandom_march.x / 2f, injuryNumRandom_march.x / 2f),
- // transform.position.y + injuryNumPos_march.y + Random.Range(-injuryNumRandom_march.y / 2f, injuryNumRandom_march.y / 2f),
- // transform.position.z);
- // TextMeshProUGUI text = injuryNum.GetComponentInChildren<TextMeshProUGUI>();
- // text.text = $"+{gameManager.enemyGoldDrop}";
- // }
- // gameObject.SetActive(false);
- // break;
- //}
- 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;
- }
- }
- public override void ChangeState(CharacterState newState)
- {
- if (state == newState || newState == CharacterState.FramePause)
- {
- state = newState;
- return;
- }
- //Debug.Log("从" + state + "转向" + newState);
- switch (state)
- {
- case CharacterState.Idle:
- //transform.rotation = Quaternion.Euler(Vector3.zero);
- break;
- case CharacterState.Run:
- rb.velocity = Vector3.zero;
- //transform.rotation = Quaternion.Euler(Vector3.zero);
- break;
- case CharacterState.Rush:
- rb.velocity = Vector3.zero;
- break;
- case CharacterState.Rise:
- if (!canFly)
- {
- bodyCollider.SetActive(true);
- }
- break;
- case CharacterState.Fall:
- rb.velocity = Vector3.zero;
- break;
- //case CharacterState.Hurt:
- // break;
- case CharacterState.Attack:
- attackController.isAttackTriggerOn = false;
- attackController.curAttackMethod.attackTrigger.gameObject.SetActive(false);
- break;
- case CharacterState.Die:
- isDie = false;
- break;
- case CharacterState.FramePause:
- state = hitFeedbackSystem.curCharacterState;
- ChangeState(newState);
- return;
- default:
- break;
- }
- CharacterState oldState = state;
- state = newState;
- switch (newState)
- {
- case CharacterState.Idle:
- if (!isConAttack || attackController.attackInterval > 0)
- {
- ani.Play(AnimatorHash.ANIMATOR_idle, 0, 0);
- }
- rb.velocity = Vector3.zero;
- break;
- case CharacterState.Run:
- ani.Play(AnimatorHash.ANIMATOR_walk, 0, 0);
- break;
- case CharacterState.Rush:
- ani.Play(AnimatorHash.ANIMATOR_rush, 0, 0);
- break;
- case CharacterState.Fall:
- ani.Play(AnimatorHash.ANIMATOR_fall, 0, 0);
- break;
- case CharacterState.Attack:
- break;
- case CharacterState.Rise:
- ani.Play(AnimatorHash.ANIMATOR_jump, 0, 0);
- nowCanFly = canFly;
- break;
- case CharacterState.Die:
- ani.Play(AnimatorHash.ANIMATOR_die, 0, 0);
- isDie = true;
- dieKeepTime = totalDieKeepTime;
- if(GameManager.instance.gameType != GameType.GameEnd)
- {
- DropSouls();
- }
- if (killer != null && killer.GetComponent<Demonic>())
- {
- SoldierType st = killer.GetComponent<Demonic>().soldierType;
- SoldierEXP.expInstance.AddEXP(st, (int)(exp * LevelSelect.EXPRatio + 0.5f));
- }
- if (dieEffect)
- {
- PoolManager.Instantiate(dieEffect, transform.position);
- }
- GameManager gameManager = GameManager.instance;
- if (gameManager.gameType == GameType.GameEnd)
- {
- GameObject fx = PoolManager.Instantiate(gameManager.dropGoldFX);
- fx.transform.position = transform.position;
- GameObject injuryNum = PoolManager.Instantiate(gameManager.dropGoldText);
- injuryNum.transform.position = new Vector3(
- transform.position.x + injuryNumPos_march.x + Random.Range(-injuryNumRandom_march.x / 2f, injuryNumRandom_march.x / 2f),
- transform.position.y + injuryNumPos_march.y + Random.Range(-injuryNumRandom_march.y / 2f, injuryNumRandom_march.y / 2f),
- transform.position.z);
- TextMeshProUGUI text = injuryNum.GetComponentInChildren<TextMeshProUGUI>();
- text.text = $"+{gameManager.enemyGoldDrop}";
- }
- if (GameManager.instance.isRockEnable)
- {
- int randomInt = Random.Range(0, 100);
- if (randomInt < GameManager.instance.rockProbability + GameManager.instance.myTreasuresTag[3] * GameManager.instance.rockLabelEffectRatio)
- {
- StoneStatue stoneStatue = PoolManager.Instantiate(Resources.Load<GameObject>("Prefab/StoneStatue"), transform.position).GetComponentInChildren<StoneStatue>();
- GameManager.instance.player.rebornSkills.Add(stoneStatue);
- if(tag == EnemyTag.Tank)
- {
- stoneStatue.bulletCount = 6;
- stoneStatue.transform.parent.localScale = Vector3.one * 1.5f;
- }
- else
- {
- stoneStatue.bulletCount = 3;
- stoneStatue.transform.parent.localScale = Vector3.one * 0.8f;
- }
- }
- }
- //if (GameManager.instance.isWoodEnable)
- //{
- // int randomInt = Random.Range(0, 100);
- // if (randomInt < GameManager.instance.woodProbability + GameManager.instance.myTreasuresTag[7] * GameManager.instance.woodLabelEffectRatio)
- // {
- // PoolManager.Instantiate(Resources.Load<GameObject>("Prefab/SoulFlower"), transform.position).GetComponent<SoulFlower>().Init(false);
- // }
- //}
- break;
- default:
- break;
- }
- }
- public void DropSouls()
- {
- int dropSoulNum = Random.Range(dropSoulMin, dropSoulMax + 1);
- if (dropSoulNum > 1)
- {
- for (int i = 0; i < dropSoulNum; i++)
- {
- float angleInterval = dropSoulAngle / (float)(dropSoulNum - 1);
- float angle = 90 + ((float)i - (float)(dropSoulNum - 1) / 2) * angleInterval;
- angle = angle / 180 * Mathf.PI;
- GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
- Vector3 dir = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0);
- Soul soul = soulObj.GetComponent<Soul>();
- soul.Burst(dir * soulStartSpeed);
- soul.type = type;
- }
- }
- else
- {
- int randomInt = Random.Range(0, 100);
- if (randomInt >= dropProbability)
- {
- return;
- }
- GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
- Vector3 dir = Vector3.up;
- Soul soul = soulObj.GetComponent<Soul>();
- soul.Burst(dir * soulStartSpeed);
- soul.type = type;
- }
- }
- public void Jump()
- {
- SetUpSpeed(jumpSpeed);
- ani.Play(AnimatorHash.ANIMATOR_jump, 0, 0);
- }
- public void SetUpSpeed(float speed)
- {
- ChangeState(CharacterState.Rise);
- Vector3 velocity = rb.velocity;
- Vector3 leftDir = GetMoveDir();
- if (leftDir.x > 0.3f)
- {
- if (bodyTrans.localScale.x > 0)
- {
- Turn();
- }
- }
- else if (leftDir.x < -0.3f)
- {
- if (bodyTrans.localScale.x < 0)
- {
- Turn();
- }
- }
- velocity.y = speed;
- rb.velocity = velocity * moveSpeedScale;
- //animalAni.SetInteger("state", (int)PlayerState.Rise);
- }
- public virtual void ChangeSearchState(SearchState newState)
- {
- switch (searchState)
- {
- case SearchState.NoTarget:
- break;
- case SearchState.InSearchScope:
- break;
- case SearchState.InAttackScope:
- break;
- default:
- break;
- }
- searchState = newState;
- switch (searchState)
- {
- case SearchState.NoTarget:
- Character character0 = PlayersInput.instance[0];
- if (character0 && character0.attackController.beTargetCharacter.Exists(t => t == this))
- {
- character0.attackController.beTargetCharacter.Remove(this);
- }
- targetCharacter = null;
- break;
- case SearchState.InSearchScope:
- break;
- case SearchState.InAttackScope:
- break;
- default:
- break;
- }
- }
- public bool SearchTarget()
- {
- targetCharacter = searchTrigger.GetMinDisTarget(attackController.targetTypes, attackController.curAttackMethod.canHitFly, attackController.curAttackMethod.searchMode);
- if (targetCharacter != null)
- {
- Character character0 = PlayersInput.instance[0];
- Character character1 = PlayersInput.instance[1];
- if (targetCharacter == character0
- && !character0.attackController.beTargetCharacter.Exists(t => t == this))
- {
- character0.attackController.beTargetCharacter.Add(this);
- }
- if (targetCharacter == character1
- && !character1.attackController.beTargetCharacter.Exists(t => t == this))
- {
- character1.attackController.beTargetCharacter.Add(this);
- }
- return true;
- }
- else
- {
- return false;
- }
- }
- public virtual void OnSearchState()
- {
- switch (searchState)
- {
- case SearchState.NoTarget:
- if (SearchTarget())
- {
- ChangeSearchState(SearchState.InSearchScope);
- break;
- }
- //向玩家基地移动
- break;
- case SearchState.InSearchScope:
- if (!SearchTarget())
- {
- targetCharacter = null;
- ChangeSearchState(SearchState.NoTarget);
- break;
- }
- attackDis = attackController.curAttackMethod.attackDistance + targetCharacter.beHitDistance;
- if (targetCharacter != null && Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) <= attackDis)
- {
- ChangeSearchState(SearchState.InAttackScope);
- break;
- }
- break;
- case SearchState.InAttackScope:
- if (targetCharacter != null)
- {
- //判断是否在射程夹角内
- AttackController.AttackMethod am = attackController.curAttackMethod;
- if (am.attackType == AttackController.AttackType.Shoot
- && attackController.curAttackMethod.attackInfo.attackMethod_Type == AttackMethod_Type.Attack_March)
- {
- Vector3 dir = targetCharacter.beSearchTrigger.transform.position - transform.position;
- float angle = Vector3.Angle(dir, Vector3.left * bodyTrans.localScale.x);
- if ((dir.y > 0 && angle > am.maxUpAngle) || (dir.y < 0 && angle > am.maxDownAngle))
- {
- ChangeSearchState(SearchState.NoTarget);
- }
- }
- attackDis = attackController.curAttackMethod.attackDistance + targetCharacter.beHitDistance;
- if (!targetCharacter.gameObject.activeInHierarchy || targetCharacter.isDie
- || Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) > attackDis)
- {
- ChangeSearchState(SearchState.NoTarget);
- }
- }
- else
- {
- ChangeSearchState(SearchState.NoTarget);
- }
- break;
- default:
- break;
- }
- }
- public void Attack_summon()
- {
- CheckTurn(GetMoveDir().x);
- attackController.Attack_summon();
- attackTarget = targetCharacter;
- }
- public virtual void Attack_march()
- {
- CheckTurn(GetMoveDir().x);
- attackController.Attack_march();
- if (curAttackID + 1 < len)
- {
- curAttackID += 1;
- }
- else if (attackController.curAttackMethod.attackInfo.attackMethod_Type == AttackMethod_Type.Attack_Summon)
- {
- curAttackID = 1;
- }
- else
- {
- curAttackID = 0;
- }
- attackTarget = targetCharacter;
- pastAttackTime = 0;
- }
- public void ChosePlayer()
- {
- float distance0 = Mathf.Infinity;
- float distance1 = Mathf.Infinity;
- PlayerController player0 = PlayersInput.instance[0];
- PlayerController player1 = PlayersInput.instance[1];
- if (player0 != null && !player0.isRevive)
- {
- distance0 = Mathf.Abs(player0.transform.position.x
- - transform.position.x);
- }
- if (player1 != null && !player1.isRevive)
- {
- distance1 = Mathf.Abs(player1.transform.position.x
- - transform.position.x);
- }
- if (distance0 == Mathf.Infinity && distance1 == Mathf.Infinity)
- {
- targetCharacter = null;
- return;
- }
- if (distance0 <= distance1)
- {
- targetCharacter = player0;
- if (!player0.attackController.beTargetCharacter.Exists(t => t == this))
- {
- player0.attackController.beTargetCharacter.Add(this);
- }
- }
- else
- {
- targetCharacter = player1;
- if (!player1.attackController.beTargetCharacter.Exists(t => t == this))
- {
- player1.attackController.beTargetCharacter.Add(this);
- }
- }
- }
- public override void BeHit(int damage)
- {
- base.BeHit(damage);
- }
- public override void BeHit(AttackController.AttackMethod attackMethod, Character attackFrom, int damage = -1)
- {
- base.BeHit(attackMethod, attackFrom, damage);
- }
- }
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