2021-12-12 23:40:14 +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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using DG.Tweening;
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using Sirenix.OdinInspector;
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/// <summary>
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/// 炸弹类,控制木马喷射和召唤的炸弹
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/// </summary>
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2021-12-14 01:33:24 +08:00
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public class Boomer : MonoBehaviour
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2021-12-12 23:40:14 +08:00
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{
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// _____ _ _ _
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// | __ \ | | | (_)
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// | |__) | _| |__ | |_ ___
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// | ___/ | | | '_ \| | |/ __|
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// | | | |_| | |_) | | | (__
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// |_| \__,_|_.__/|_|_|\___|
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/// <summary>
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/// 可以被炸弹炸到的物体,实现一些炸与被炸的功能
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/// </summary>
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public interface I_CanBeBoomedObj{
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/// <summary>
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/// 被炸的时候触发
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/// </summary>
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2021-12-14 01:33:24 +08:00
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void BeBoomed(float atk, int dir, Boomer boomer);
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2021-12-12 23:40:14 +08:00
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Transform ObjTransform();
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}
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[HideInInspector]
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public Rigidbody2D m_rigidbody;
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/// <summary>
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/// 落地后的爆炸时间
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/// </summary>
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public float landBoomTime = 0;
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/// <summary>
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/// 这个炸弹能否被反击呢?默认无法反击,如果要反击,请在初始化的时候修改此属性
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/// </summary>
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public bool isThisCanBeReturned = false;
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2021-12-12 23:40:14 +08:00
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// _____ _ _
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// | __ \ (_) | |
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// | |__) | __ ___ ____ _| |_ ___
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// | ___/ '__| \ \ / / _` | __/ _ \
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// | | | | | |\ V / (_| | || __/
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// |_| |_| |_| \_/ \__,_|\__\___|
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private TrojanHorse owner;
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/// <summary>
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/// 爆炸会受影响的东西,只能是伊斯兰、木马或者玩家
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/// </summary>
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[ListDrawerSettings][ShowInInspector]
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private List<I_CanBeBoomedObj> boomingObj;
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/// <summary>
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/// 记录正在播放的返回动画,爆炸的时候kill一下,否则会触发Tween插件的安全模式错误log
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/// </summary>
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private Tweener returnTweener;
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// _____ _ _ ____ _
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// / ____| | | | _ \ | |
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// | | __ _| | | |_) | __ _ ___| | __
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// | | / _` | | | _ < / _` |/ __| |/ /
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// | |___| (_| | | | |_) | (_| | (__| <
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// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
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void Start(){
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Init();
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}
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// _ _ _
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// | \ | | | |
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// | \| | ___ _ __ _ __ ___ __ _| |
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// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
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// | |\ | (_) | | | | | | | | (_| | |
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// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
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private void Init(){
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//找到必须的物体和组件
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owner = FindObjectOfType<TrojanHorse>();
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boomingObj = new List<I_CanBeBoomedObj>();
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m_rigidbody = GetComponent<Rigidbody2D>();
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2021-12-24 02:07:24 +08:00
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2021-12-12 23:40:14 +08:00
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}
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/// <summary>
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/// 爆炸的瞬间执行
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/// </summary>
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private void Boom(){
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//对于每一个范围内的被炸物体
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2021-12-23 01:19:03 +08:00
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// foreach(I_CanBeBoomedObj obj in boomingObj){
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// //执行被炸事件
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// obj.BeBoomed(owner.ATK,
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// (obj.ObjTransform().position.x - transform.position.x > 0) ? 1 : 1,
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// this
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// );
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// }
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for(int i = 0; i < boomingObj.Count; i++){
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//执行被炸事件
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boomingObj[i].BeBoomed(owner.ATK,
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(boomingObj[i].ObjTransform().position.x - transform.position.x > 0) ? 1 : 1,
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this
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);
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}
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returnTweener.Kill();
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//销毁自己
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Destroy(gameObject);
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}
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2021-12-14 01:33:24 +08:00
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// ______ _
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// | ____| | |
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// | |____ _____ _ __ | |_
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// | __\ \ / / _ \ '_ \| __|
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// | |___\ V / __/ | | | |_
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// |______\_/ \___|_| |_|\__|
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/// <summary>
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/// 被反击的时候触发
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/// </summary>
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public void Vengeance(){
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//修改自身物理层使其不会与玩家相撞
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gameObject.layer = 10;
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2021-12-24 02:07:24 +08:00
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2021-12-14 01:33:24 +08:00
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//编写Tween动画使其飞向木马受击点
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Tweener tweener = transform.DOMove(
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owner.transform.Find("反弹炸弹受击点").position,
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0.2f,false
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);
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returnTweener = tweener;
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}
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2021-12-12 23:40:14 +08:00
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// _____ _ _ _ _
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// / ____| | | (_) (_)
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// | | ___ | | |_ ___ _ ___ _ __
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// | | / _ \| | | / __| |/ _ \| '_ \
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// | |___| (_) | | | \__ \ | (_) | | | |
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// \_____\___/|_|_|_|___/_|\___/|_| |_|
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//当与物体碰上
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void OnCollisionEnter2D(Collision2D other){
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//如果创到地面,执行爆炸延时
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if(other.transform.tag == "地面"){
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Invoke("Boom",landBoomTime);
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}
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else{
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//否则直接炸
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Boom();
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}
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}
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//当有东西进入爆炸范围
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void OnTriggerEnter2D(Collider2D other){
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//看看是不是可被炸对象(对象需要实现被炸接口)
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if(other.TryGetComponent<I_CanBeBoomedObj>(out I_CanBeBoomedObj obj) && !other.isTrigger){
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//是则将其加入被炸对象列表
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boomingObj.Add(obj);
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}
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}
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//当有东西离开爆炸范围
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void OnTriggerExit2D(Collider2D other){
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//看看是不是可被炸对象(对象需要实现被炸接口)
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if(other.TryGetComponent<I_CanBeBoomedObj>(out I_CanBeBoomedObj obj)){
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//是则将其移除出被炸对象列表
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boomingObj.Remove(obj);
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}
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}
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}
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