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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2021-08-19 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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gun = transform.Find("机枪").GetComponent<Animator>();//找到两个部件的动画组件
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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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person.SetBool("IsFiring",true);
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gun.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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2021-08-19 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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hasBeHit = true;//标记自身已被击中
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GetComponent<SpriteRenderer>().color = Color.green;
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}
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}
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}
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