128 lines
3.3 KiB
C#
128 lines
3.3 KiB
C#
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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 Blockhouse : MonoBehaviour
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{
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//碉堡类敌人的控制代码
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[Tooltip("请填入开枪的间隔时间")]
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public float firingInterval;
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private ShootingArea[] shootingAreas;
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private bool isShooting;//记录此时自己是否正在射击
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void Start()
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{
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shootingAreas = new ShootingArea[transform.childCount];
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for(int i = 0; i < transform.childCount; i++)
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{
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shootingAreas[i] = transform.GetChild(i).
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gameObject.AddComponent<ShootingArea>();//给每个子物体挂上射击区的脚本
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//并且把它的脚本送到数组里面,免去以后再遍历拖慢速度
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}
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}
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void Update()
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{
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if(isShooting) Shooting();
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}
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void OnTriggerEnter2D(Collider2D other)
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{
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if(other.tag == "Player")
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{
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//当玩家进入监视区,开始每隔时间进行扫射
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InvokeRepeating("ShootOrStopShoot",firingInterval,firingInterval);
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//
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foreach(ShootingArea s in shootingAreas)
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{
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s.GetComponent<SpriteRenderer>().color = Color.yellow;
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}
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//
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}
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}
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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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//当玩家退出监视区,取消扫射的Invoke
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CancelInvoke("ShootOrStopShoot");
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//
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foreach(ShootingArea s in shootingAreas)
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{
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s.GetComponent<SpriteRenderer>().color = Color.white;
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}
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//
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}
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}
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//定时触发,反正就是更改射击状态,射到不射或者不射到射
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private void ShootOrStopShoot()
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{
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if(isShooting)
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{
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isShooting = false;
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//
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foreach(ShootingArea s in shootingAreas)
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{
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s.GetComponent<SpriteRenderer>().color = Color.yellow;
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}
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//
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}
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else
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{
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isShooting = true;
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//
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foreach(ShootingArea s in shootingAreas)
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{
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s.GetComponent<SpriteRenderer>().color = Color.red;
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}
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//
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}
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}
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//正在射击的时候触发,每帧检测是否被击中
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private void Shooting()
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{
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foreach(ShootingArea s in shootingAreas)
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{
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if(s.IsPlayerHere())
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{
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Debug.Log("玩家被击中!");
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}
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}
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}
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private class ShootingArea : MonoBehaviour
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{
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//射击区类,我懒得再单写一个脚本了,里面东西很少
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private bool isPlayerHere = false;//记录玩家是否在内部
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void OnTriggerEnter2D(Collider2D other)
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{
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if(other.tag == "Player")
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{
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//当玩家进入射击区,更改判断标志
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isPlayerHere = true;
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}
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}
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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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//当玩家退出射击区,更改判断标志
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isPlayerHere = false;
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}
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}
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public bool IsPlayerHere(){return isPlayerHere;}//返回玩家是否在这个射击区内的结果
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}
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}
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