2021-08-19 01:13:01 +08:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MachineGunner : MonoBehaviour
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{
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//机枪手类,控制检测前方一片区域的敌人
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// Start is called before the first frame update
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private bool hasBeHit = false;//是否已被打中
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2021-08-31 02:15:19 +08:00
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private Animator person;
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private Animator gun;//声明两个部件的动画组件
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2021-09-01 01:50:06 +08:00
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private Animator groundFireAnimation;
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private Animator groundFireAnimation2;
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private Animator gunFireAnimation;
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[Tooltip("请拖入第二个上坑点的游戏物体,将在敌人被击晕后激活这个上坑点")]
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public GameObject UpPoint2;
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2021-09-03 16:03:44 +08:00
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public AudioSource gunnerAudio;//获取机枪音效
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2021-09-07 15:16:25 +08:00
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[Tooltip("请拖入挡墙石头的碰撞体")]
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public PolygonCollider2D stone;//
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2021-09-03 16:03:44 +08:00
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2021-09-07 22:20:19 +08:00
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public GunLight gunLight;//枪口的光闪烁控制脚本
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2021-09-12 02:19:08 +08:00
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[Tooltip("拖入老兵旁边的投掷物堆")]
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public BoxCollider2D heap;
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2021-09-07 22:20:19 +08:00
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2021-09-01 01:50:06 +08:00
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2021-08-19 01:13:01 +08:00
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void Start()
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{
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2021-08-31 02:15:19 +08:00
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person = transform.Find("敌人").GetComponent<Animator>();
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2021-09-01 01:50:06 +08:00
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gun = transform.Find("机枪").GetComponent<Animator>();
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groundFireAnimation = transform.Find("地面枪光").GetComponent<Animator>();
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groundFireAnimation2 = transform.Find("地面枪光2").GetComponent<Animator>();
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gunFireAnimation = transform.Find("枪口枪光").GetComponent<Animator>();//找到部件的动画组件
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2021-08-19 01:13:01 +08:00
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}
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// Update is called once per frame
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void Update()
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{
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}
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//触发器是敌人的前方监测区域,当玩家进入检测区域,机枪手进入射击状态,目前用变红表示
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void OnTriggerEnter2D(Collider2D other)
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{
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if(other.tag == "Player" && !hasBeHit)//同时需要满足未被击中这个条件
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{
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2021-08-31 02:15:19 +08:00
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//GetComponent<SpriteRenderer>().color = Color.red;
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//播放开火动画
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2021-09-09 00:59:27 +08:00
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gunnerAudio.Play();
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gunLight.isFire = true;
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2021-08-31 02:15:19 +08:00
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person.SetBool("IsFiring",true);
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gun.SetBool("IsFiring",true);
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2021-09-01 01:50:06 +08:00
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groundFireAnimation.SetBool("IsFiring",true);
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groundFireAnimation2.SetBool("IsFiring",true);
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gunFireAnimation.SetBool("IsFiring",true);
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2021-08-19 01:13:01 +08:00
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}
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}
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//当玩家退出检测区域,停止射击状态,变为通常状态,现在用白色表示
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void OnTriggerExit2D(Collider2D other)
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{
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if(other.tag == "Player")
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{
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2021-08-31 02:15:19 +08:00
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//GetComponent<SpriteRenderer>().color = Color.white;
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//关闭开火动画
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person.SetBool("IsFiring",false);
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gun.SetBool("IsFiring",false);
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2021-09-01 01:50:06 +08:00
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groundFireAnimation.SetBool("IsFiring",false);
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groundFireAnimation2.SetBool("IsFiring",false);
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gunFireAnimation.SetBool("IsFiring",false);
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2021-08-19 01:13:01 +08:00
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}
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}
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//碰撞体是机枪手自身的碰撞体,如果被投掷物砸中,则陷入昏迷状态,目前用绿色表示
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void OnCollisionEnter2D(Collision2D other)
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{
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if(other.gameObject.tag == "投掷物")
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{
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2021-09-09 00:59:27 +08:00
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gunLight.isFire = false;
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2021-09-03 16:03:44 +08:00
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gunnerAudio.Stop();//关闭音效
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2021-08-19 01:13:01 +08:00
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hasBeHit = true;//标记自身已被击中
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2021-09-01 01:50:06 +08:00
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//关闭开火动画
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gun.SetBool("IsFiring",false);
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groundFireAnimation.SetBool("IsFiring",false);
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groundFireAnimation2.SetBool("IsFiring",false);
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gunFireAnimation.SetBool("IsFiring",false);
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//播放死亡动画
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person.SetBool("IsDead",true);
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//把上坑点2激活
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UpPoint2.SetActive(true);
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2021-09-02 02:02:32 +08:00
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//关闭自身碰撞体
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foreach(BoxCollider2D collider in GetComponents<BoxCollider2D>())
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{
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collider.enabled = false;
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}
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2021-09-07 15:16:25 +08:00
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//关闭挡枪石头的碰撞体
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stone.enabled = false;
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2021-09-12 02:19:08 +08:00
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//关闭投掷物堆的触发器
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heap.enabled = false;
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2021-08-19 01:13:01 +08:00
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}
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}
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2021-09-01 01:50:06 +08:00
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public bool AreYouOK(){return !hasBeHit;}//返回机枪手状态是否良好,如果被打,则返回状态不好
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2021-08-19 01:13:01 +08:00
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}
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