using System.Collections; using System.Collections.Generic; using UnityEngine; using DG.Tweening; using Sirenix.OdinInspector; /// /// 马背上人的控制类 /// public class Person : MonoBehaviour { public enum PersonState{ Normal,//骑在马背 Shoot,//从发射到着地平台 Walk,//在平台行走 FallingOff,//下落,从脱离平台到判定有结果前 Recover,//判定成功到恢复到Normal的过程态 Dead//判定失败后均为此态 } /// /// 人此时的状态 /// [Header("信息显示")] [Title("人此时的状态")] [EnumPaging()] public PersonState state; /// /// 人在人马分离障碍的平台上时的行走速度 /// [FoldoutGroup("主要参数",true)] [Title("人在人马分离障碍的平台上时的行走速率")] public float walkSpeed = 1f; /// /// 人在人马分离障碍前,被抛出的速度 /// [FoldoutGroup("附加参数",false)] [Title("人在人马分离障碍前,被抛出的速度")] public Vector2 throwingSpeed; [FoldoutGroup("附加参数",false)] [Title("人在离开平台时起跳的速度")] public Vector2 jumpSpeed; [FoldoutGroup("附加参数")][Title("人死后的飞出速度")] public Vector2 deadFlyVeloctiy; [FoldoutGroup("附加参数")][Title("人死后的飞出的旋转的角速度")] public float deadFlyRotateSpeed; /// /// 默认状态下的追踪点 /// private Transform defaultTrackingPoint; private Rigidbody2D m_rigidbody2D; private Animator m_animator; void Start(){ //Init //Init //Find defaultTrackingPoint = GameObject.Find("人的默认位置(不可改名)").transform; m_rigidbody2D = GetComponent(); m_animator = GetComponentInChildren(); //Find } void Update(){ //默认状态下的Update if(state == PersonState.Normal){ //同步人和马的位置和旋转 transform.position = defaultTrackingPoint.position; transform.rotation = defaultTrackingPoint.rotation; } //行走状态下的Update else if(state == PersonState.Walk){ //让人向右移动 transform.position += (Vector3.right * walkSpeed * Time.deltaTime); } } /// /// 人发射的瞬间触发,由人马分离障碍物触发 /// public void Shoot(){ Debug.Log("人发射"); state = PersonState.Shoot; //给与刚体一个右上角的速度,使其刚好能抛到平台上 m_rigidbody2D.velocity = throwingSpeed; //1秒内修正人的旋转 transform.DORotate(new Vector3(0,0,0),1).OnComplete( //旋转修正结束后,锁定刚体Z轴旋转 () => m_rigidbody2D.constraints = RigidbodyConstraints2D.FreezeRotation ); } /// /// 人接触到平台的瞬间触发,由人马分离障碍物触发 /// public void Walk(){ Debug.Log("人行走"); state = PersonState.Walk; } /// /// 人离开平台的瞬间触发,由人马分离障碍物触发 /// public void FallingOff(){ Debug.Log("人降落"); state = PersonState.FallingOff; //给刚体一个右上的速度,模拟一下起跳 m_rigidbody2D.velocity = jumpSpeed; } public void Recover(){ Debug.Log("人成功降落到马背"); state = PersonState.Recover; //1秒内修正人的位置和旋转,与defaultTrackingPoint同步 //后发现,由于追踪的动画终点是定好了的,但是马在这一秒还是会运动,会导致问题,所以这里把时间改短 transform.DOMove(defaultTrackingPoint.position,0.2f); transform.DORotate(defaultTrackingPoint.rotation.eulerAngles,0.2f).OnComplete( () => state = PersonState.Normal ); } /// /// 由GameController触发,用于控制人死后的动作 /// public void Death(GameController.Death deathInfo){ state = PersonState.Dead; //让人和马一样,旋转着飞出去,同时关闭自身的碰撞体 GetComponent().enabled = false; Rigidbody2D rigidbody2D = GetComponent(); rigidbody2D.velocity = deadFlyVeloctiy; rigidbody2D.angularVelocity = deadFlyRotateSpeed; } private void OnCollisionEnter2D(Collision2D other) { //如果创到地面,且是在降落状态,则判定为游戏失败 if(other.gameObject.tag == "Ground" && state == PersonState.FallingOff){ GameController.Death death = new GameController.Death(); death.deadReason = GameController.Death.DeadReason.PersonFall; GameController.Instance.GameOver(death); Debug.Log("人掉落到地面"); } } }