2021-12-03 01:23:07 +08:00
|
|
|
|
using System.Collections;
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using UnityEngine;
|
|
|
|
|
using Sirenix.OdinInspector;
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 爱欲品类,继承自三关都有的那个小怪类
|
|
|
|
|
/// </summary>
|
|
|
|
|
public class AiYuPin : NormalEnemy
|
|
|
|
|
{
|
|
|
|
|
// _____ _ _ _
|
|
|
|
|
// | __ \ | | | (_)
|
|
|
|
|
// | |__) | _| |__ | |_ ___
|
|
|
|
|
// | ___/ | | | '_ \| | |/ __|
|
|
|
|
|
// | | | |_| | |_) | | | (__
|
|
|
|
|
// |_| \__,_|_.__/|_|_|\___|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 爱欲品抓住玩家后贴在玩家身上时的位置偏移量
|
|
|
|
|
/// </summary>
|
|
|
|
|
[FoldoutGroup("爱欲品")][Header("爬到玩家身上的时候的位置偏移量")]
|
|
|
|
|
public Vector3 catchOffset;
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 玩家挣脱爱欲品需要多少次方向转换操作
|
|
|
|
|
/// </summary>
|
|
|
|
|
[Header("玩家挣脱爱欲品需要多少次方向转换操作")][FoldoutGroup("爱欲品")]
|
|
|
|
|
public int breakFreeCount;
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 玩家挣脱爱欲品还需要多少次方向转换操作
|
|
|
|
|
/// </summary>
|
|
|
|
|
[Header("玩家挣脱爱欲品还需要多少次方向转换操作")][FoldoutGroup("爱欲品")][ReadOnly]
|
|
|
|
|
public int breakFreeCountLeft;
|
2021-12-11 02:12:12 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// 这个爱欲品有主人吗?也就是地藏
|
|
|
|
|
/// </summary>
|
|
|
|
|
[HideInInspector]
|
|
|
|
|
public bool hasOwner;
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 打死后掉落的钱的预制体
|
|
|
|
|
/// </summary>
|
|
|
|
|
[Header("打死后掉落的钱的预制体")][FoldoutGroup("预制体")]
|
|
|
|
|
public GameObject coinObj;
|
2021-12-03 01:23:07 +08:00
|
|
|
|
|
|
|
|
|
// _____ _ _
|
|
|
|
|
// | __ \ (_) | |
|
|
|
|
|
// | |__) | __ ___ ____ _| |_ ___
|
|
|
|
|
// | ___/ '__| \ \ / / _` | __/ _ \
|
|
|
|
|
// | | | | | |\ V / (_| | || __/
|
|
|
|
|
// |_| |_| |_| \_/ \__,_|\__\___|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 爱欲品发动Seek后追击的目标
|
|
|
|
|
/// </summary>
|
|
|
|
|
//虽说是目标,但爱欲品只会抓玩家吧。直接初始化成玩家了
|
|
|
|
|
protected Transform target;
|
2021-12-10 00:23:50 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// 记录当前自己是否抓着玩家
|
|
|
|
|
/// </summary>
|
|
|
|
|
private bool isCatching = false;
|
2021-12-03 01:23:07 +08:00
|
|
|
|
|
|
|
|
|
// _____ _ _ ____ _
|
|
|
|
|
// / ____| | | | _ \ | |
|
|
|
|
|
// | | __ _| | | |_) | __ _ ___| | __
|
|
|
|
|
// | | / _` | | | _ < / _` |/ __| |/ /
|
|
|
|
|
// | |___| (_| | | | |_) | (_| | (__| <
|
|
|
|
|
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
|
|
|
|
|
void Update(){
|
|
|
|
|
//如果在Seek状态,则Seek
|
|
|
|
|
if(state == State.seek) Seek(target);
|
2021-12-10 00:23:50 +08:00
|
|
|
|
if(isCatching){
|
|
|
|
|
//将自身位置和玩家位置同步,但是需要一个附身offset二维向量
|
|
|
|
|
//因为玩家的图片不在游戏物体的中心
|
|
|
|
|
transform.position = target.position + catchOffset;
|
|
|
|
|
}
|
|
|
|
|
|
2021-12-03 01:23:07 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// _ _ _
|
|
|
|
|
// | \ | | | |
|
|
|
|
|
// | \| | ___ _ __ _ __ ___ __ _| |
|
|
|
|
|
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
|
|
|
|
|
// | |\ | (_) | | | | | | | | (_| | |
|
|
|
|
|
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
|
|
|
|
|
protected override void Init()
|
|
|
|
|
{
|
|
|
|
|
//初始化基础属性
|
|
|
|
|
base.Init();
|
|
|
|
|
//初始化爱欲品属性
|
|
|
|
|
breakFreeCountLeft = breakFreeCount;//初始化挣脱需要的操作次数
|
|
|
|
|
target = FindObjectOfType<MyPlayer>().transform;//初始化追踪目标为玩家
|
2021-12-11 02:12:12 +08:00
|
|
|
|
if(FindObjectOfType<DiZang>()) hasOwner = true;
|
2021-12-03 01:23:07 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 控制爱欲品追踪传入的Transform,每帧调用一次
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="target">要追踪的目标的transform组件</param>
|
2021-12-07 21:39:49 +08:00
|
|
|
|
protected virtual void Seek(Transform target){
|
2021-12-03 01:23:07 +08:00
|
|
|
|
Vector3 moveDir = (target.transform.position - transform.position).normalized;
|
|
|
|
|
//给刚体添加位移
|
2021-12-07 21:39:49 +08:00
|
|
|
|
m_rigidbody.position += (Vector2)moveDir * speed * Time.deltaTime * Vector2.right;
|
2021-12-03 01:23:07 +08:00
|
|
|
|
//将面部朝向与速度同步
|
|
|
|
|
transform.rotation = Quaternion.
|
|
|
|
|
Euler
|
|
|
|
|
(transform.rotation.x,
|
|
|
|
|
((target.position.x - transform.position.x > 0) ? 0:-180),
|
|
|
|
|
transform.rotation.z);
|
|
|
|
|
}
|
|
|
|
|
|
2021-12-11 02:12:12 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// 制造一个特殊的钱,用来塞钱的那种
|
|
|
|
|
/// </summary>
|
|
|
|
|
private void MakeAnCoin(){
|
|
|
|
|
GameObject coin = Instantiate(
|
|
|
|
|
coinObj,
|
|
|
|
|
transform.position,
|
|
|
|
|
Quaternion.identity
|
|
|
|
|
);
|
|
|
|
|
coin.GetComponent<Rigidbody2D>().velocity = new Vector2(
|
|
|
|
|
Random.Range(-1f,1f),
|
|
|
|
|
Random.Range(-1f,1f)
|
|
|
|
|
).normalized * (5f);
|
|
|
|
|
}
|
|
|
|
|
|
2021-12-03 01:23:07 +08:00
|
|
|
|
// ______ _
|
|
|
|
|
// | ____| | |
|
|
|
|
|
// | |____ _____ _ __ | |_
|
|
|
|
|
// | __\ \ / / _ \ '_ \| __|
|
|
|
|
|
// | |___\ V / __/ | | | |_
|
|
|
|
|
// |______\_/ \___|_| |_|\__|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 当爱欲品发现玩家
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected override void OnFindThePlayer(Transform target){
|
|
|
|
|
//如果没死
|
2021-12-03 23:58:34 +08:00
|
|
|
|
if(state == State.wander)
|
2021-12-03 01:23:07 +08:00
|
|
|
|
{
|
|
|
|
|
//标记自身状态
|
|
|
|
|
state = State.seek;
|
|
|
|
|
//赋予自身目标以玩家Transform
|
|
|
|
|
this.target = target;
|
|
|
|
|
//关闭巡逻动画
|
|
|
|
|
doTweenPath.DOPause();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 当爱欲品抓住玩家
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected override void OnTouchThePlayer(MyPlayer player)
|
|
|
|
|
{
|
2021-12-10 00:23:50 +08:00
|
|
|
|
//如果玩家没有被抓住,才执行抓住
|
|
|
|
|
if(!player.isCatching){
|
|
|
|
|
//通知玩家,你被爱欲品附身了
|
|
|
|
|
player.BeCatchedByAiYuPin(this);
|
|
|
|
|
//暂停Path动画
|
|
|
|
|
doTweenPath.DOPause();
|
|
|
|
|
//改变自身状态为ATK
|
|
|
|
|
state = State.atk;
|
|
|
|
|
//关闭自身碰撞体,因为要贴在玩家身上
|
|
|
|
|
GetComponent<BoxCollider2D>().enabled = false;
|
|
|
|
|
//将自身位置和玩家位置同步,但是需要一个附身offset二维向量
|
|
|
|
|
//因为玩家的图片不在游戏物体的中心
|
|
|
|
|
transform.position = target.position + catchOffset;
|
|
|
|
|
//暂时清空重力系数
|
|
|
|
|
m_rigidbody.gravityScale = 0;
|
|
|
|
|
//清除一下刚体速度,不然怪物可能被创飞
|
|
|
|
|
m_rigidbody.velocity = Vector2.zero;
|
|
|
|
|
//清除角动量,不然可能会转起来
|
|
|
|
|
m_rigidbody.angularVelocity = 0;
|
|
|
|
|
//标记自身正抓着玩家
|
|
|
|
|
isCatching = true;
|
|
|
|
|
}
|
|
|
|
|
//如果玩家正被抓着,则执行父类——普通小怪的Touch,即击飞玩家
|
|
|
|
|
else{
|
|
|
|
|
base.OnTouchThePlayer(player);
|
|
|
|
|
//同时,清空当前附身着的爱欲品的挣脱次数
|
|
|
|
|
player.catingAiYuPin.breakFreeCountLeft = breakFreeCount;
|
|
|
|
|
}
|
2021-12-03 01:23:07 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 当爱欲品被攻击了
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="hitMethod">攻击方式</param>
|
|
|
|
|
/// <param name="hitDir">攻击来袭方向</param>
|
|
|
|
|
public override void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){
|
|
|
|
|
//爱欲品会额外触发发现玩家事件
|
|
|
|
|
target = FindObjectOfType<MyPlayer>().transform;//将目标指向玩家
|
|
|
|
|
OnFindThePlayer(target);//触发发现玩家事件
|
|
|
|
|
//执行被击飞、死亡检查等事宜
|
|
|
|
|
base.OnBeHit(hitMethod, hitDir);
|
2021-12-03 23:58:34 +08:00
|
|
|
|
//被打飞在着地前都不会挨打了
|
|
|
|
|
canBeHit = false;
|
2021-12-03 01:23:07 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//原先会触发自动返回记录起点,但是不能,所以重写空的重新着地事件
|
2021-12-08 23:52:17 +08:00
|
|
|
|
public override void OnRetouchedTheGround(){ canBeHit = true; }
|
2021-12-03 01:23:07 +08:00
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 完全挣脱的时候触发
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected void OnBreakFreeCompletely(){
|
|
|
|
|
//恢复一下抓到玩家的时候消除的重力系数
|
|
|
|
|
m_rigidbody.gravityScale = 1;
|
|
|
|
|
//随机一个死亡面部朝向
|
|
|
|
|
deadDir = (Random.Range(-1f,1f) > 0) ? 1: -1;
|
2021-12-10 00:23:50 +08:00
|
|
|
|
//标记自身不再抓着玩家
|
|
|
|
|
isCatching = false;
|
2021-12-03 01:23:07 +08:00
|
|
|
|
//触发死亡事件
|
|
|
|
|
OnDead();
|
|
|
|
|
//给一个击飞
|
|
|
|
|
BeHitToFly((Random.Range(-1f,1f) > 0) ? 1: -1);
|
2021-12-03 23:58:34 +08:00
|
|
|
|
//通知玩家
|
|
|
|
|
FindObjectOfType<MyPlayer>().BreakFreeCompletely();
|
2021-12-03 01:23:07 +08:00
|
|
|
|
}
|
|
|
|
|
|
2021-12-11 02:12:12 +08:00
|
|
|
|
protected override void OnDead(){
|
|
|
|
|
base.OnDead();
|
|
|
|
|
if(
|
|
|
|
|
hasOwner &&
|
|
|
|
|
target.GetComponent<MyPlayer>().specialMoneyCount == 0 &&
|
|
|
|
|
FindObjectOfType<Coin>() == null
|
|
|
|
|
)MakeAnCoin();
|
|
|
|
|
}
|
|
|
|
|
|
2021-12-03 01:23:07 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// 玩家尝试挣脱的时候触发这个
|
|
|
|
|
/// </summary>
|
2021-12-03 23:58:34 +08:00
|
|
|
|
public void OnBreakFree(){
|
2021-12-03 01:23:07 +08:00
|
|
|
|
if(--breakFreeCountLeft <= 0) OnBreakFreeCompletely();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|