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m_LocalPosition: {x: -5.522, y: 1.231, z: -10} + m_LocalPosition: {x: 10.219999, y: 0.953, z: -10} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: - {fileID: 1225561446} diff --git a/Assets/Scripts/AiYuPin.cs b/Assets/Scripts/AiYuPin.cs new file mode 100644 index 0000000..0b15aa6 --- /dev/null +++ b/Assets/Scripts/AiYuPin.cs @@ -0,0 +1,169 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Sirenix.OdinInspector; + +/// +/// 爱欲品类,继承自三关都有的那个小怪类 +/// +public class AiYuPin : NormalEnemy +{ + // _____ _ _ _ + // | __ \ | | | (_) + // | |__) | _| |__ | |_ ___ + // | ___/ | | | '_ \| | |/ __| + // | | | |_| | |_) | | | (__ + // |_| \__,_|_.__/|_|_|\___| + + /// + /// 爱欲品抓住玩家后贴在玩家身上时的位置偏移量 + /// + [FoldoutGroup("爱欲品")][Header("爬到玩家身上的时候的位置偏移量")] + public Vector3 catchOffset; + /// + /// 玩家挣脱爱欲品需要多少次方向转换操作 + /// + [Header("玩家挣脱爱欲品需要多少次方向转换操作")][FoldoutGroup("爱欲品")] + public int breakFreeCount; + /// + /// 玩家挣脱爱欲品还需要多少次方向转换操作 + /// + [Header("玩家挣脱爱欲品还需要多少次方向转换操作")][FoldoutGroup("爱欲品")][ReadOnly] + public int breakFreeCountLeft; + + // _____ _ _ + // | __ \ (_) | | + // | |__) | __ ___ ____ _| |_ ___ + // | ___/ '__| \ \ / / _` | __/ _ \ + // | | | | | |\ V / (_| | || __/ + // |_| |_| |_| \_/ \__,_|\__\___| + + /// + /// 爱欲品发动Seek后追击的目标 + /// + //虽说是目标,但爱欲品只会抓玩家吧。直接初始化成玩家了 + protected Transform target; + + // _____ _ _ ____ _ + // / ____| | | | _ \ | | + // | | __ _| | | |_) | __ _ ___| | __ + // | | / _` | | | _ < / _` |/ __| |/ / + // | |___| (_| | | | |_) | (_| | (__| < + // \_____\__,_|_|_|____/ \__,_|\___|_|\_\ + void Update(){ + //如果在Seek状态,则Seek + if(state == State.seek) Seek(target); + } + + // _ _ _ + // | \ | | | | + // | \| | ___ _ __ _ __ ___ __ _| | + // | . ` |/ _ \| '__| '_ ` _ \ / _` | | + // | |\ | (_) | | | | | | | | (_| | | + // |_| \_|\___/|_| |_| |_| |_|\__,_|_| + protected override void Init() + { + //初始化基础属性 + base.Init(); + //初始化爱欲品属性 + breakFreeCountLeft = breakFreeCount;//初始化挣脱需要的操作次数 + target = FindObjectOfType().transform;//初始化追踪目标为玩家 + } + + /// + /// 控制爱欲品追踪传入的Transform,每帧调用一次 + /// + /// 要追踪的目标的transform组件 + protected void Seek(Transform target){ + //!!!注意,需要修改。此时会给予爱欲品向上的速度,但Seek只需要左右的速度 + Vector3 moveDir = (target.transform.position - transform.position).normalized; + //给刚体添加位移 + m_rigidbody.position += (Vector2)moveDir * speed * Time.deltaTime; + //将面部朝向与速度同步 + transform.rotation = Quaternion. + Euler + (transform.rotation.x, + ((target.position.x - transform.position.x > 0) ? 0:-180), + transform.rotation.z); + } + + // ______ _ + // | ____| | | + // | |____ _____ _ __ | |_ + // | __\ \ / / _ \ '_ \| __| + // | |___\ V / __/ | | | |_ + // |______\_/ \___|_| |_|\__| + + /// + /// 当爱欲品发现玩家 + /// + protected override void OnFindThePlayer(Transform target){ + //如果没死 + if(state != State.dead) + { + //标记自身状态 + state = State.seek; + //赋予自身目标以玩家Transform + this.target = target; + //关闭巡逻动画 + doTweenPath.DOPause(); + } + } + + /// + /// 当爱欲品抓住玩家 + /// + protected override void OnTouchThePlayer(MyPlayer player) + { + //改变自身状态为ATK + state = State.atk; + //关闭自身碰撞体,因为要贴在玩家身上 + GetComponent().enabled = false; + //将自身位置和玩家位置同步,但是需要一个附身offset二维向量 + //因为玩家的图片不在游戏物体的中心 + transform.position = target.position + catchOffset; + //通知玩家,你被爱欲品附身了 + player.BeCatchedByAiYuPin(this); + //暂时清空重力系数 + m_rigidbody.gravityScale = 0; + } + + /// + /// 当爱欲品被攻击了 + /// + /// 攻击方式 + /// 攻击来袭方向 + public override void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){ + //爱欲品会额外触发发现玩家事件 + target = FindObjectOfType().transform;//将目标指向玩家 + OnFindThePlayer(target);//触发发现玩家事件 + //执行被击飞、死亡检查等事宜 + base.OnBeHit(hitMethod, hitDir); + } + + //原先会触发自动返回记录起点,但是不能,所以重写空的重新着地事件 + protected override void OnRetouchedTheGround(){} + + /// + /// 完全挣脱的时候触发 + /// + protected void OnBreakFreeCompletely(){ + //恢复一下抓到玩家的时候消除的重力系数 + m_rigidbody.gravityScale = 1; + //随机一个死亡面部朝向 + deadDir = (Random.Range(-1f,1f) > 0) ? 1: -1; + //触发死亡事件 + OnDead(); + //给一个击飞 + BeHitToFly((Random.Range(-1f,1f) > 0) ? 1: -1); + } + + /// + /// 玩家尝试挣脱的时候触发这个 + /// + [ContextMenu("挣脱")] + protected void OnBreakFree(){ + if(--breakFreeCountLeft <= 0) OnBreakFreeCompletely(); + } + +} diff --git a/Assets/Scripts/AiYuPin.cs.meta b/Assets/Scripts/AiYuPin.cs.meta new file mode 100644 index 0000000..26f32ad --- /dev/null +++ b/Assets/Scripts/AiYuPin.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f210b45e49a9b004da5dff2a3e6278d8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Enemy.cs b/Assets/Scripts/Enemy.cs index d0aa181..7fb8dc2 100644 --- a/Assets/Scripts/Enemy.cs +++ b/Assets/Scripts/Enemy.cs @@ -5,7 +5,7 @@ using Sirenix.OdinInspector; /// -/// 敌人的基类,一般怪物都继承其而来 +/// 敌人的基类,包含一些基本的功能和事件的虚函数 /// public class Enemy : MonoBehaviour { @@ -90,7 +90,7 @@ public class Enemy : MonoBehaviour /// /// 当怪物发现玩家的时候Call这个 /// - protected void OnFindThePlayer(){} + protected virtual void OnFindThePlayer(Transform target){} /// /// 当怪物着地的时候触发一次 /// @@ -125,18 +125,13 @@ public class Enemy : MonoBehaviour (transform.position.x - sickle.transform.position.x > 0) ? -1 : 1); Destroy(sickle.gameObject);} - // //如果被锤子锤到,和上面一样(由于用碰撞体会存在很多问题,锤子的判定写在锤子类中,用触发器来实现) - // else if(other.collider.gameObject.TryGetComponent(out Hammer hammer)) - // {OnBeHit(MyPlayer.AtkMethod.锤子, - // (transform.position.x - - // hammer.transform.position.x > 0) ? -1 : 1);} else if(other.gameObject.tag == "地面") {OnRetouchedTheGround();} } protected void OnTriggerEnter2D(Collider2D other) { if(other.gameObject.TryGetComponent(out MyPlayer player)) - {OnFindThePlayer();}//如果监视范围出现玩家,则Call事件 + {OnFindThePlayer(other.transform);}//如果监视范围出现玩家,则Call事件 } diff --git a/Assets/Scripts/MyPlayer.cs b/Assets/Scripts/MyPlayer.cs index 958deea..0eaf643 100644 --- a/Assets/Scripts/MyPlayer.cs +++ b/Assets/Scripts/MyPlayer.cs @@ -183,6 +183,7 @@ public class MyPlayer : MonoBehaviour /// 被击方向 public void BeHitToFly(int dir) { + m_rigidbody.velocity = Vector2.zero; m_rigidbody.velocity += new Vector2( -1 * dir * hitToflyParameter.x, hitToflyParameter.y @@ -209,6 +210,8 @@ public class MyPlayer : MonoBehaviour m_Animator.SetBool("isAttacking",isAttacking); //记录着地 m_Animator.SetBool("isLanding",isLanding); + //被击飞动画触发 + m_Animator.SetBool("isBeHitting",!inControl); } //碰撞检测代码 // _____ _ _ _ _ @@ -245,8 +248,7 @@ public class MyPlayer : MonoBehaviour inputDir = (context.ReadValue() > 0) ? 1 : -1; else inputDir = 0; - if(faceDir * inputDir < 0) - { + if(faceDir * inputDir < 0){ TurnAround(); } } @@ -318,8 +320,6 @@ public class MyPlayer : MonoBehaviour /// 攻击来源的方向,-1左,1右 public void OnBeHit(float atk, int dir) { - Debug.Log("我被攻击了!受到的攻击力是:" + atk + - "攻击方向来自" + ((dir == 1) ? 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