127 lines
4.5 KiB
C#
127 lines
4.5 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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using Sirenix.OdinInspector;
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/// <summary>
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/// 基督小怪类,继承自爱欲品
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/// </summary>
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public class JiDu : AiYuPin
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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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/// 攻击相对于自身的位置偏移量
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/// </summary>
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[FoldoutGroup("基督")][Header("攻击相对于自身的位置偏移量")]
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public float atkPositionOffset;
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/// <summary>
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/// 攻击范围
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/// </summary>
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[FoldoutGroup("基督")][Header("攻击范围")]
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public float atkRange;
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/// <summary>
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/// 攻击时实例化的攻击器
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/// </summary>
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[FoldoutGroup("基督")][Header("闪电攻击器")]
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public GameObject lightningAttack;
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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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/// 自身到玩家的位置
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/// </summary>
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[SerializeField][ReadOnly][FoldoutGroup("状态")][Header("自身到玩家的位置")]
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private float distanceToPlayer;
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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 Update(){
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//如果处于追踪状态,则每帧执行Seek
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if(state == State.seek) Seek(target);
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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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/// 如果处于Seek状态,则每帧执行一次
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/// </summary>
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/// <param name="target">追踪目标</param>
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protected override void Seek(Transform target){
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//计算自己与玩家的距离
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distanceToPlayer = Mathf.Abs(target.position.x - transform.position.x);
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//如果距离小于攻击范围,则发动攻击
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if(distanceToPlayer < atkRange)Atk();
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//否则执行爱欲品的Seek,移动追向目标
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else base.Seek(target);
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}
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/// <summary>
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/// 攻击的时候触发
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/// </summary>
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private void Atk(){
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//修改自身状态至攻击
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state = State.atk;
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//判定一下自身和玩家的位置,确定攻击方向
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int atkDir = ((target.position.x - transform.position.x > 0) ? 1:-1);
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//生成一个攻击器预制体,并根据攻击方向给予X轴偏移
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LightningAttackAdministrator l = Instantiate(
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lightningAttack,
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new Vector3(
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transform.position.x + atkPositionOffset * atkDir,
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transform.position.y,
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transform.position.z
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),
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Quaternion.identity
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).GetComponent<LightningAttackAdministrator>();
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//初始化一下攻击器,给予攻击器主人和方向😍
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l.owner = this;
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l.dir = atkDir;
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}
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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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/// 碰到玩家的时候触发。对于基督小怪来说,玩家碰到它会收到伤害,与继承到的爱欲品不同,但与爱欲品继承的相同,所以返回到父类的父类执行
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/// 我超,不能,base.base,老老实实抄一遍代码吧
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/// </summary>
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/// <param name="player">玩家</param>
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protected override void OnTouchThePlayer(MyPlayer player){
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//告诉玩家,你被攻击了
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player.OnBeHit(ATK,
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((transform.position.x -
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player.transform.position.x)
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> 0) ? 1 : -1);//通过自身位置和玩家位置的比较来返回玩家本次的受击方向
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}
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/// <summary>
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/// 当攻击器攻击结束,Call这个,把状态恢复至Seek
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/// </summary>
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public void OnAtkEnd(){state = State.seek;}
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}
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