156 lines
5.2 KiB
C#
156 lines
5.2 KiB
C#
![]() |
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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/// 管理基督小怪召出来的闪电攻击
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/// </summary>
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public class LightningAttackAdministrator : MonoBehaviour
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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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/// 单道闪电的持续时间
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/// </summary>
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[Header("单道闪电的持续时间")]
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public float lightingTime;
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/// <summary>
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/// 两道闪电之间间隔的时间
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/// </summary>
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[Header("两道闪电之间间隔的时间")]
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public float lightingIntervalTime;
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/// <summary>
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/// 攻击方向,产生这个闪电的怪物攻击时指定
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/// </summary>
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[Header("攻击方向,产生这个闪电的怪物攻击时指定")][ReadOnly]
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public int dir;
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/// <summary>
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/// 这个攻击器的主人。请在发动攻击的时候指定。用来通知主人,本次攻击结束
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/// </summary>
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public JiDu owner;
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/// <summary>
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/// 基督小怪攻击硬直
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/// </summary>
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public float Stiff;
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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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[SerializeField][ListDrawerSettings][ReadOnly]
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private List<Lighting> lightings;
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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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StartCoroutine("ATK");
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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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/// 初始化函数
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/// </summary>
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private void Init(){
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//处理一下攻击器朝向问题
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if(dir == -1) transform.localScale = new Vector3(
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transform.localScale.x * -1,
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transform.localScale.y,
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transform.localScale.z
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);
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//初始化闪电列表,用来控制每一个小闪电
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lightings = new List<Lighting>(transform.childCount);
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for (int i = 0; i < transform.childCount; i++){
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Transform temp = transform.GetChild(i);
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lightings.Add(
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temp.gameObject.AddComponent<Lighting>()
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);
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//初始化小闪电的主人和状态
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lightings[i].state = Lighting.State.wait;
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lightings[i].owner = this;
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}
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}
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/// <summary>
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/// 攻击函数协程
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/// </summary>
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private IEnumerator ATK(){
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//按顺序遍历每一个小闪电
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foreach(Lighting l in lightings){
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//如果处于等待状态
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if(l.state == Lighting.State.wait){
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//如果不是第一个闪电,则需要等待每个闪电的间隔的时间
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if(l != lightings[0])yield return new WaitForSeconds(lightingIntervalTime);
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//等待结束后令闪电攻击
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l.gameObject.SetActive(true);
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l.state = Lighting.State.atk;
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//然后攻击持续每个小闪电的持续时间
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yield return new WaitForSeconds(lightingTime);
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//等待结束后关闭这个小闪电
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l.gameObject.SetActive(false);
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l.state = Lighting.State.over;
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//循环至下一个小闪电
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}
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}
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//遍历结束后进入攻击硬直等待
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yield return new WaitForSeconds(Stiff);
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//等待结束后通知主人攻击结束,并销毁攻击器
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owner.OnAtkEnd();
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Destroy(gameObject);
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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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/// 单道小闪电类,主要控制一下碰撞体
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/// </summary>
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private class Lighting : MonoBehaviour
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{
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/// <summary>
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/// 闪电的状态种类
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/// </summary>
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public enum State{wait,atk,over};
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/// <summary>
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/// 闪电的当前状态
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/// </summary>
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public State state;
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/// <summary>
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/// 这道闪电的主人,一个攻击器
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/// </summary>
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public LightningAttackAdministrator owner;
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void OnTriggerEnter2D(Collider2D other){
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if (other.TryGetComponent<MyPlayer>(out MyPlayer player)){
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player.OnBeHit(owner.owner.ATK,
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((owner.transform.position.x - player.transform.position.x > 0) ? 1 : -1)
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);
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}
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}
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}
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}
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