169 lines
5.0 KiB
C#
169 lines
5.0 KiB
C#
![]() |
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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/// 以撒类,控制以撒Boss
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/// </summary>
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public class YiSa : Enemy
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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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/// 攻击之间的间隔时间
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/// </summary>
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[Header("攻击之间的间隔时间")][FoldoutGroup("以撒")]
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public float timeBetweenAttacks;
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/// <summary>
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/// 攻击用鬼魂的预制体
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/// </summary>
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[Header("攻击用鬼魂的预制体")][FoldoutGroup("预制体")]
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public GameObject goust;
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/// <summary>
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/// 鬼魂攻击玩家时,生成位置离玩家的距离
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/// </summary>
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[Header("鬼魂攻击玩家时,生成位置离玩家的距离")][FoldoutGroup("以撒")]
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public float atkOffsetDistance;
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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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/// 返回类型为协程、参数为空的委托类型
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/// </summary>
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private delegate IEnumerator Action();
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private MyPlayer player;
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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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//测试用开启
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StartCoroutine(StartAATK());
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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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//找到必要的物体和组件
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player = FindObjectOfType<MyPlayer>();
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}
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/// <summary>
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/// 执行一次攻击
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/// </summary>
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private IEnumerator StartAATK(){
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//等待攻击间隔
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yield return new WaitForSeconds(timeBetweenAttacks);
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//决定行动
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Action action = DecideAAction();
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//开始行动
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StartCoroutine(action());
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}
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/// <summary>
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/// 决定行动的函数
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/// </summary>
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private Action DecideAAction(){
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Action action;
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///从0、1中随机生成一种
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int r = Random.Range(0,2);
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if(r == 0)
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action = Rush;
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else
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action = Lighting;
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return action;
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}
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private IEnumerator Rush(){
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yield return new WaitForEndOfFrame();
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Debug.Log("以撒使用了冲撞");
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//当以撒使用冲撞时
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//首先构建一个生成位置,以玩家为中心,向随机位置偏移固定距离便是
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Vector3 appearPos = (
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//玩家位置
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player.transform.position +
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//加上定长随机方向偏移量
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new Vector3(
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Random.Range(-1f,1f),Random.Range(-1f,1f),0
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).normalized *
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atkOffsetDistance
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);
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//在该位置生成一个鬼魂
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YiSaGoust t = Instantiate(
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goust,
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appearPos,
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Quaternion.identity
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).GetComponent<YiSaGoust>();
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//让鬼魂淡出
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Tweener tweener = t.GetComponent<SpriteRenderer>().DOFade(1,0.5f);
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//记录一下本次攻击的冲撞方向
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Vector2 rushDir = player.transform.position - t.transform.position;
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//告知该鬼魂执行冲撞攻击
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yield return new WaitForSeconds(1f);
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t.RushATK(rushDir);
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//ATKEnd();
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}
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private IEnumerator Lighting(){
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yield return new WaitForEndOfFrame();
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Debug.Log("以撒使用了落雷");
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//在玩家头顶某位置召唤鬼魂
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YiSaGoust t = Instantiate(
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goust,player.transform.position +
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new Vector3(0,2f,0),Quaternion.identity
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).GetComponent<YiSaGoust>();
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//0.5秒淡入显示鬼魂
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Tweener tweener = t.GetComponent<SpriteRenderer>().DOFade(1,0.5f);
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//给玩家一秒的反应时间
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yield return new WaitForSeconds(1f);
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t.LightningATK();
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//ATKEnd();
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}
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/// <summary>
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/// 攻击结束的时候触发,重新开始新一轮攻击
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/// </summary>
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public void ATKEnd(){StartCoroutine(StartAATK());}
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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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/// 当有男童被救的时候从男童触发
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/// </summary>
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public void OnSave(Boy boy){
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}
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}
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