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- using Spine.Unity;
- using Spine;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public enum CharacterState
- {
- None = 0,
- Idle = 1,
- Run = 2,
- Rise = 3,//空中上升
- Fall = 4,//空中下落
- Hurt = 5,
- Attack = 6,
- KeepAttack = 7,
- Summon = 8,
- Rush = 9,
- Sprint = 10,
- Die = 11,
- Weak = 12,
- PullRope = 13,
- Spirits = 14, //召唤英灵
- Float = 15, //空中漂浮
- FindPlayer = 16, //寻找玩家
- ReadyToRush = 17, //瞄准准备冲刺
- ReadyToDownRush = 18, //准备落地冲刺
- DownRush = 19, //落地冲刺
- FinishRush = 20, //结束冲刺
- Coma = 21, //昏迷
- RushAttack, //带攻击的冲刺
- }
- public enum AttackType
- {
- Melee = 0,//近战
- Shoot = 1,//射击
- Dash = 2, //英灵刺客
- }
- public enum HpUpType
- {
- Degree = 0,
- Add = 1,
- Fixed = 2,
- }
- public class Character : MonoBehaviour
- {
- public GameObject[] HitCols;
- public int cookNum; //能做多少串
- public List<GameObject> cooks; //吃过谁家的串
- public SkeletonMecanim mecanim;
- public Skeleton skeleton;
- public MeshRenderer meshRenderer;
- public Animator ani;
- public Animator aniCollider;
- public Rigidbody rb;
- public Transform bodyTrans;
- public BeSearchTrigger beSearchTrigger;
- public UIHP uiHp;
- public CharacterState state;
- [HideInInspector]
- public float attackTime;
- public float totalAttack1Time = 0.5f;
- public float totalAttack2Time = 0.5f;
- public bool isNonAttack = false;
- public HpUpType hptp;
- public bool isDie = false;
- public int totalHp = 100;
- public int hp;
- public List<AttackInfo> attack1Infos;
- public List<AttackInfo> attack2Infos;
- public List<AttackTrigger> attackTriggers;
- public AttackType attackType;
- public GameObject bulletPrefab;
- public List<Transform> shootPos;
- [HideInInspector]
- public float dieKeepTime;
- public float totalDieKeepTime = 2f;
- public Character attackTarget;
- public bool shootTrack = false;
- [HideInInspector]
- public float invincibleTime;
- public float totalInvincibleTime = 2f;
- public Character targetCharacter;
- public List<Character> beTargetCharacter = new List<Character>(); //被哪些锁定
- public SearchTrigger searchTrigger;
- public List<TargetType> targetTypes;
- public bool canHitFly;
- public bool linked;
- public RopeJoint joint;
- public CharacterRope rope;
- public bool hasHpUp = false;
- private float toLargeSize = 0;
- private Vector3 speed = new Vector3(1, 1, 0);
- public bool beLarger = false;
- public virtual void Init()
- {
- if (!mecanim)
- {
- mecanim = GetComponentInChildren<SkeletonMecanim>();
- }
- if (mecanim && skeleton == null)
- {
- skeleton = mecanim.skeleton;
- }
- if (!meshRenderer)
- {
- meshRenderer = mecanim.GetComponent<MeshRenderer>();
- }
- if (!ani)
- {
- ani = GetComponentInChildren<Animator>();
- }
- hp = totalHp;
- if (!isNonAttack)
- {
- uiHp.Show(hp, totalHp);
- }
- ChangeState(CharacterState.Idle);
- linked = false;
- if (joint)
- {
- Destroy(joint);
- joint = null;
- }
- if (rope)
- {
- rope = null;
- }
- }
- public virtual void FixedUpdate()
- {
- OnState();
- }
- private void OnEnable()
- {
- for (int i = 0; i < attackTriggers.Count; i++)
- {
- attackTriggers[i].gameObject.SetActive(false);
- }
- }
- public void Turn()
- {
- bodyTrans.localScale = new Vector3(-bodyTrans.localScale.x, bodyTrans.localScale.y, bodyTrans.localScale.z);
- }
- public virtual void OnState()
- {
- }
- public virtual void ChangeState(CharacterState newState)
- {
- }
- public virtual void BeHit(int damage, Vector3 force, bool changeHurt, float repelValue)
- {
- if (invincibleTime > 0)
- {
- return;
- }
- hp -= damage;
- uiHp.Show(hp, totalHp);
- if (hp <= 0)
- {
- rb.AddForce(force);
- ChangeState(CharacterState.Die);
- return;
- }
- }
- public virtual void AttackShootEvent(int attackId, int shootId)
- {
- AttackInfo attackInfo;
- if (attackId == 1)
- {
- attackInfo = attack1Infos[shootId];
- }
- else
- {
- attackInfo = attack2Infos[shootId];
- }
- GameObject bulletObj = PoolManager.Instantiate(bulletPrefab);
- Bullet bullet = bulletObj.GetComponent<Bullet>();
- Vector3 attackDir = attackInfo.attackDir.normalized;
- if (bodyTrans.localScale.x < 0)
- {
- attackDir.x = -attackDir.x;
- }
- bullet.BeShoot(this, shootPos[shootId].position, attackDir, attackInfo.damage, attackInfo.force, attackInfo.changeHurt, attackInfo.repelValue, shootTrack, attackTarget ? attackTarget : null);
- }
- public virtual Vector3 GetMoveDir()
- {
- Vector3 moveDir = Vector3.zero;
- return moveDir;
- }
- public virtual void Attack1()
- {
- ani.Play("attack_summon", 0, 0);
- if (!isNonAttack)
- {
- aniCollider.Play("Attack1", 1, 0);
- attackTime = totalAttack1Time;
- switch (attackType)
- {
- case AttackType.Melee:
- for (int i = 0; i < attack1Infos.Count; i++)
- {
- attackTriggers[i].damage = attack1Infos[i].damage;
- attackTriggers[i].changeHurt = attack1Infos[i].changeHurt;
- attackTriggers[i].repelValue = attack1Infos[i].repelValue;
- Vector3 attackDir = attack1Infos[i].attackDir.normalized;
- if (bodyTrans.localScale.x < 0)
- {
- attackDir.x = -attackDir.x;
- }
- attackTriggers[i].force = attackDir * attack1Infos[i].force;
- }
- break;
- case AttackType.Shoot:
- case AttackType.Dash:
- break;
- default:
- break;
- }
- ChangeState(CharacterState.Attack);
- }
- }
- public virtual void Attack2()
- {
- 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();
- }
- }
- ani.Play("attack_march", 0, 0);
- aniCollider.Play("Attack2", 1, 0);
- attackTime = totalAttack2Time;
- switch (attackType)
- {
- case AttackType.Melee:
- case AttackType.Dash:
- for (int i = 0; i < attack2Infos.Count; i++)
- {
- attackTriggers[i].damage = attack2Infos[i].damage;
- attackTriggers[i].changeHurt = attack2Infos[i].changeHurt;
- attackTriggers[i].repelValue = attack2Infos[i].repelValue;
- Vector3 attackDir = attack2Infos[i].attackDir.normalized;
- if (bodyTrans.localScale.x < 0)
- {
- attackDir.x = -attackDir.x;
- }
- attackTriggers[i].force = attackDir * attack2Infos[i].force;
- }
- break;
- case AttackType.Shoot:
- break;
- default:
- break;
- }
- ChangeState(CharacterState.Attack);
- }
- public void SetSortingOrder(int order)
- {
- meshRenderer.sortingOrder = order;
- }
- public void HpUp(float value, float larger)
- {
- int add = 0;
- switch (hptp)
- {
- case HpUpType.Degree:
- value = value / 100;
- add = (int)(totalHp * value);
- break;
- case HpUpType.Add:
- add = (int)value;
- break;
- case HpUpType.Fixed:
- add = (int)(totalHp - value);
- break;
- }
- totalHp += add;
- hp += add;
- uiHp.Show(hp, totalHp);
- float cur = transform.localScale.x;
- toLargeSize = cur * larger;
- beLarger = true;
- }
- public void Enlarge()
- {
- transform.localScale = Vector3.SmoothDamp(transform.localScale, new Vector3(1, 1, 1) * toLargeSize, ref speed, 0.3f);
- if (transform.localScale.x >= toLargeSize + 0.1f)
- {
- beLarger = false;
- transform.localScale = new Vector3(toLargeSize, toLargeSize, 1);
- toLargeSize = 0;
- //print(transform.localScale);
- }
- }
- }
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