2021-12-17 01:27:10 +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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/// 男童类,基督Boss关的那个
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/// </summary>
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public class Boy : Interactive
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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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public enum State {wait, saving, OK}
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/// <summary>
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/// 救下一个男童需要的时间
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/// </summary>
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[Header("救下一个男童需要的时间")]
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public float saveNeedTime;
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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 State state;
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/// <summary>
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/// 救这个男童还需要多长时间
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/// </summary>
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[Header("救这个男童还需要多长时间")][SerializeField][ReadOnly]
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private float saveNeedTimeLeft;
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private YiSa yiSa;
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2021-12-17 23:33:40 +08:00
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private Animator animator;
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2021-12-17 01:27:10 +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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void Start(){
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Init();
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}
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void Update(){
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//若处于被救中状态
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if(state == State.saving){
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//减少被救需要的剩余时间
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saveNeedTimeLeft -= Time.deltaTime;
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//判断是否已被救,若已成功被救
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if(saveNeedTimeLeft < 0)
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//触发被救事件
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OnSave();
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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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// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
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private void Init(){
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//找到必须的组件和游戏物体
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yiSa = FindObjectOfType<YiSa>();
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2021-12-17 23:33:40 +08:00
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animator = GetComponent<Animator>();
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2021-12-17 01:27:10 +08:00
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//初始化救这个男童需要的剩余时间
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saveNeedTimeLeft = saveNeedTime;
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}
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/// <summary>
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/// 成功被救的时候触发
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/// </summary>
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private void OnSave(){
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//修改状态至OK
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state = State.OK;
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//通知主人自己已被救
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yiSa.OnSave(this);
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//通知玩家自己已被救
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FindObjectOfType<MyPlayer>().OnSave(this);
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2021-12-17 23:33:40 +08:00
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//播放被救动画
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animator.SetBool("isSaving",true);
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2021-12-17 01:27:10 +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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// | |___\ V / __/ | | | |_
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// |______\_/ \___|_| |_|\__|
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/// <summary>
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/// 当玩家对男童使用交互
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/// </summary>
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public override void OnCall(){
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//只有当自己还在等待的时候,才能触发被救
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if(state == State.wait)
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//修改自身状态至saving
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state = State.saving;
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}
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/// <summary>
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/// 当玩家抬起交互键的时候触发
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/// </summary>
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public override void OnCallCancel(){
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if(state == State.saving){
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Debug.Log("救人中断了");
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state = State.wait;
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saveNeedTimeLeft = saveNeedTime;
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}
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}
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/// <summary>
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/// 当玩家离开catching范围时触发
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/// </summary>
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public override void OnLeave(){
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//如果正在救,则触发玩家的中断事件
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if(state == State.saving){
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FindObjectOfType<MyPlayer>().OnInteractiveException();
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}
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}
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public override int RetuenState(){
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return (int)state;
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}
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}
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