任务:搭建基本的系统
1.修改爱欲品类,解决多个附身的问题 (1.已有变量标记玩家是否正被抓着 (*.当玩家被爱欲品抓住,让玩家记住这个爱欲品,用来后面被多个缠上时清空它的挣脱次数 (2.当爱欲品创到玩家,检查目前是否已经被附身,若是,使用父类的touched函数,也就是普通小怪的,用来创飞玩家,同时,清空当前附身着的爱欲品的挣脱次数 (3.修改爱欲品附身时的跟踪方式,原先为一次定位后不再更改,但如果遇到多只爱欲品的情况,则可能被击飞,此时附身中的爱欲品不会跟踪。修改至攻击中每帧重新定位。 2.编写地藏的敲钟攻击逻辑 (1.钟上浮Tween动画 (2.Tween动画结束事件,开启开关,同时StartContinue,等待一定时间后关闭开关,用来触发攻击结束事件 (3.开关打开时,每帧向玩家发射射线,若能击中玩家,受伤方式等待讨论确认。若不能,则无事可做。 3.整理脚本结构,编写注释、摘要和分层 至此,地藏的敲钟攻击逻辑基本完成
This commit is contained in:
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@ -333,7 +333,7 @@ GameObject:
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- component: {fileID: 552131608}
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||||
- component: {fileID: 552131610}
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- component: {fileID: 552131611}
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m_Layer: 0
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m_Layer: 2
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m_Name: "\u5730\u85CF"
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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@ -425,7 +425,7 @@ MonoBehaviour:
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||||
canBeHit: 1
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||||
state: 0
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||||
HPLeft: 0
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||||
timeBetweenAttacks: 1
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||||
timeBetweenAttacks: 5
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||||
aiYuPinBuildLimit: 0
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||||
aiYuPin: {fileID: 7746389308535175434, guid: 6d2fc6e5da22cf748b7c6730494b0460, type: 3}
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||||
throwingPointGroupUp:
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@ -434,7 +434,7 @@ MonoBehaviour:
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||||
throwingPointGroupDown:
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||||
- {fileID: 28312535}
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- {fileID: 2059592404}
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CallAiYuPinEndTime: 0
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||||
CallAiYuPinEndTime: 5
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--- !u!61 &552131611
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BoxCollider2D:
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m_ObjectHideFlags: 0
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||||
@ -776,6 +776,7 @@ MonoBehaviour:
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||||
inControl: 1
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||||
HPLeft: 0
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||||
isCatching: 0
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||||
catingAiYuPin: {fileID: 0}
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||||
--- !u!50 &761593106
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Rigidbody2D:
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serializedVersion: 4
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||||
@ -1509,7 +1510,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1226109627}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0.037863016, y: -1.6225317, z: -10}
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m_LocalPosition: {x: 0.037861586, y: -1.6225245, z: -10}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 0}
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@ -2511,6 +2512,11 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: eb1ead91b6d7c9949b86dadd3704ba8d, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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upDistance: 2
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atkTime: 5
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owner: {fileID: 0}
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upTime: 2
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isAtking: 0
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--- !u!1 &1954591986
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GameObject:
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m_ObjectHideFlags: 0
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@ -2834,7 +2840,7 @@ GameObject:
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m_Component:
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- component: {fileID: 2132302663}
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- component: {fileID: 2132302662}
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m_Layer: 0
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m_Layer: 2
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m_Name: "\u76F8\u673A\u79FB\u52A8\u8303\u56F4"
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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|
@ -43,6 +43,10 @@ public class AiYuPin : NormalEnemy
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/// </summary>
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//虽说是目标,但爱欲品只会抓玩家吧。直接初始化成玩家了
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protected Transform target;
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/// <summary>
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/// 记录当前自己是否抓着玩家
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/// </summary>
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private bool isCatching = false;
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// _____ _ _ ____ _
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// / ____| | | | _ \ | |
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@ -53,6 +57,12 @@ public class AiYuPin : NormalEnemy
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void Update(){
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//如果在Seek状态,则Seek
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if(state == State.seek) Seek(target);
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if(isCatching){
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//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
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//因为玩家的图片不在游戏物体的中心
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transform.position = target.position + catchOffset;
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}
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}
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// _ _ _
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@ -114,21 +124,34 @@ public class AiYuPin : NormalEnemy
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/// </summary>
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protected override void OnTouchThePlayer(MyPlayer player)
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{
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//通知玩家,你被爱欲品附身了
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player.BeCatchedByAiYuPin(this);
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//暂停Path动画
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doTweenPath.DOPause();
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//改变自身状态为ATK
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state = State.atk;
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//关闭自身碰撞体,因为要贴在玩家身上
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GetComponent<BoxCollider2D>().enabled = false;
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//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
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//因为玩家的图片不在游戏物体的中心
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transform.position = target.position + catchOffset;
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//暂时清空重力系数
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m_rigidbody.gravityScale = 0;
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//清除一下刚体速度,不然怪物可能被创飞
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m_rigidbody.velocity = Vector2.zero;
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//如果玩家没有被抓住,才执行抓住
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if(!player.isCatching){
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//通知玩家,你被爱欲品附身了
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player.BeCatchedByAiYuPin(this);
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//暂停Path动画
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doTweenPath.DOPause();
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//改变自身状态为ATK
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state = State.atk;
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//关闭自身碰撞体,因为要贴在玩家身上
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GetComponent<BoxCollider2D>().enabled = false;
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//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
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//因为玩家的图片不在游戏物体的中心
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transform.position = target.position + catchOffset;
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//暂时清空重力系数
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m_rigidbody.gravityScale = 0;
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//清除一下刚体速度,不然怪物可能被创飞
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m_rigidbody.velocity = Vector2.zero;
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//清除角动量,不然可能会转起来
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m_rigidbody.angularVelocity = 0;
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//标记自身正抓着玩家
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isCatching = true;
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}
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//如果玩家正被抓着,则执行父类——普通小怪的Touch,即击飞玩家
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else{
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base.OnTouchThePlayer(player);
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//同时,清空当前附身着的爱欲品的挣脱次数
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player.catingAiYuPin.breakFreeCountLeft = breakFreeCount;
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}
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}
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/// <summary>
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@ -157,6 +180,8 @@ public class AiYuPin : NormalEnemy
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m_rigidbody.gravityScale = 1;
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//随机一个死亡面部朝向
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deadDir = (Random.Range(-1f,1f) > 0) ? 1: -1;
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//标记自身不再抓着玩家
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isCatching = false;
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//触发死亡事件
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OnDead();
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//给一个击飞
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@ -2,15 +2,168 @@ 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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/// 撞钟类,控制地藏头上的钟
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/// </summary>
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public class Bell : 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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/// 攻击前置动作钟上浮多少距离
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/// </summary>
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[Header("攻击前置动作钟上浮多少距离")]
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public float upDistance;
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/// <summary>
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/// 攻击将会持续多长时间
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/// </summary>
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[Header("攻击将会持续多长时间")]
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public float atkTime;
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/// <summary>
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/// 主人,也就是地藏Boss
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/// </summary>
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[HideInInspector]
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public DiZang owner;
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/// <summary>
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/// 钟飞上去将要花费多少时间(降下来也是这个值)
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/// </summary>
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[Header("钟飞上去将要花费多少时间(降下来也是这个值)")]
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public float upTime;
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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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/// 当前正在攻击吗
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/// </summary>
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[SerializeField][Button][ReadOnly][Header("当前正在攻击吗(不包括钟上下过程))")]
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private bool isAtking = false;
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private MyPlayer player;
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/// <summary>
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/// 浮动动画,用来重启浮动动画解决Tween的一些局限性问题
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/// </summary>
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private Tweener floatTweener;
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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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//启动浮动动画
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RestartFloat();
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}
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void Update(){
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//如果钟正在攻击
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if(isAtking){
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//创建一条从钟射向玩家的射线
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Ray2D ray = new Ray2D(
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(Vector2)transform.position,
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(Vector2)( player.transform.position - transform.position)
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);
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Debug.DrawRay(ray.origin,ray.direction * 1500,Color.red);
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//获取射线的碰撞结果
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RaycastHit2D hit2D;
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hit2D = Physics2D.Raycast(ray.origin,ray.direction);
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if(hit2D){
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Debug.Log(hit2D.collider.name);
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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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// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
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/// <summary>
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/// 介于Tweener的特性,经常需要重新创建钟浮动的动画
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/// </summary>
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private void RestartFloat(){
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if(floatTweener != null){
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floatTweener.Kill();
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}
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Tweener tweener = transform.DOShakePosition(5f,0.3f,1,150,false,false);
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tweener.SetLoops(-1);
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tweener.SetEase(Ease.InQuad);
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floatTweener = tweener;
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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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/// 从主人那里得到攻击指令后触发
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/// </summary>
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public void ATK(MyPlayer player){
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//指定一下攻击目标
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this.player = player;
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//创建和执行上浮动画
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Tweener tweener = transform.DOLocalMoveY(
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transform.position.y + upDistance,
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upTime
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);
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//创建并加入上浮动画结束事件
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TweenCallback action = () => {
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//标记自己开始攻击
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isAtking = true;
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//重启浮动动画
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RestartFloat();
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//等待攻击结束
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StartCoroutine(WaitAndTurnDownThebutton());
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};
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tweener.OnComplete(action);
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}
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/// <summary>
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/// 上浮动画结束的时候触发
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/// </summary>
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/// <returns></returns>
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private IEnumerator WaitAndTurnDownThebutton(){
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//等待攻击时长结束
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yield return new WaitForSeconds(atkTime);
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//标记攻击结束
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isAtking = false;
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//触发自身攻击结束功能
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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
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/// </summary>
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private void ATKEnd(){
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//创建动画让钟回去
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Tweener tweener =
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transform.DOMoveY(transform.position.y - upDistance,upTime);
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//创建和添加结束事件
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TweenCallback action = () => {
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//重启浮动动画
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RestartFloat();
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//告诉主人,攻击结束,开始下一个轮回
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owner.ATKEnd();
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};
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tweener.OnComplete(action);
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}
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}
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@ -21,59 +21,77 @@ public class DiZang : Enemy
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[Header("攻击之间的间隔时间")][FoldoutGroup("地藏")]
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public float timeBetweenAttacks;
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/// <summary>
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/// 塞钱箱
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/// 到底在上面还是下面生成爱欲品的玩家位置Y轴的界限
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/// </summary>
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[Header("到底在上面还是下面生成爱欲品的玩家位置Y轴的界限")][FoldoutGroup("地藏")]
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public float aiYuPinBuildLimit;
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[Header("爱欲品怪物预制体")][FoldoutGroup("地藏")]
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public GameObject aiYuPin;
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/// <summary>
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/// 场景上方的落怪点组,用来召唤爱欲品
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/// </summary>
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[Header("场景上方的落怪点组")][ListDrawerSettings][FoldoutGroup("地藏")]
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public List<ThrowingPoint> throwingPointGroupUp;
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/// <summary>
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/// 场景下方的落怪点组,用来召唤爱欲品
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/// </summary>
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[Header("场景下方的落怪点组")][ListDrawerSettings][FoldoutGroup("地藏")]
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public List<ThrowingPoint> throwingPointGroupDown;
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/// <summary>
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/// 使用召唤爱欲品后有多少时间的后摇
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/// </summary>
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[Header("使用召唤爱欲品后有多少时间的后摇")][FoldoutGroup("地藏")]
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public float CallAiYuPinEndTime;
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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 MoneyBox moneyBox;
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private delegate IEnumerator Action();
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private enum PlayerState{上半,下半};
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private MyPlayer player;
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/// <summary>
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/// 到底在上面还是下面生成爱欲品的玩家位置Y轴的界限
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/// </summary>
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[Header("到底在上面还是下面生成爱欲品的玩家位置Y轴的界限")]
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public float aiYuPinBuildLimit;
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/// <summary>
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/// 爱欲品小怪的预制体,召唤功能会用到
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/// </summary>
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[Header("爱欲品怪物预制体")][FoldoutGroup("地藏")]
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public GameObject aiYuPin;
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/// <summary>
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/// 场景上方的落怪点,用来召唤爱欲品
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/// </summary>
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[Header("场景上方的落怪点组")][ListDrawerSettings][FoldoutGroup("地藏")]
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public List<ThrowingPoint> throwingPointGroupUp;
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/// <summary>
|
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/// 场景下方的落怪点,用来召唤爱欲品
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/// </summary>
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[Header("场景下方的落怪点组")][ListDrawerSettings][FoldoutGroup("地藏")]
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public List<ThrowingPoint> throwingPointGroupDown;
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/// <summary>
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/// 本次使用的落怪点位置组
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/// </summary>
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[Header("本次使用的落怪点位置组")][ListDrawerSettings][FoldoutGroup("地藏")]
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[SerializeField][ListDrawerSettings][ReadOnly]
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private List<ThrowingPoint> throwingPointGroupUse;
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/// <summary>
|
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/// 使用召唤爱欲品后有多少时间的后摇
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/// </summary>
|
||||
public float CallAiYuPinEndTime;
|
||||
private delegate void NullAction();
|
||||
private Bell myBell;
|
||||
|
||||
|
||||
private void Init(){
|
||||
moneyBox = FindObjectOfType<MoneyBox>();
|
||||
player = FindObjectOfType<MyPlayer>();
|
||||
}
|
||||
|
||||
protected override void OnFindThePlayer(Transform target){
|
||||
if(state == State.wander){
|
||||
state = State.atk;
|
||||
StartCoroutine("ATK");
|
||||
}
|
||||
}
|
||||
// _____ _ _ ____ _
|
||||
// / ____| | | | _ \ | |
|
||||
// | | __ _| | | |_) | __ _ ___| | __
|
||||
// | | / _` | | | _ < / _` |/ __| |/ /
|
||||
// | |___| (_| | | | |_) | (_| | (__| <
|
||||
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
|
||||
|
||||
void Start(){
|
||||
Init();
|
||||
}
|
||||
|
||||
// _ _ _
|
||||
// | \ | | | |
|
||||
// | \| | ___ _ __ _ __ ___ __ _| |
|
||||
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
|
||||
// | |\ | (_) | | | | | | | | (_| | |
|
||||
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
|
||||
private void Init(){
|
||||
//找到组件和物体
|
||||
moneyBox = FindObjectOfType<MoneyBox>();
|
||||
player = FindObjectOfType<MyPlayer>();
|
||||
myBell = transform.GetChild(0).GetComponent<Bell>();
|
||||
//告诉钟自己是主人
|
||||
myBell.owner = this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 执行一次攻击
|
||||
/// </summary>
|
||||
private new IEnumerator ATK(){
|
||||
//等待攻击间隔
|
||||
yield return new WaitForSeconds(timeBetweenAttacks);
|
||||
@ -83,7 +101,7 @@ public class DiZang : Enemy
|
||||
else{
|
||||
//否则,随机执行召唤或者敲钟
|
||||
Action action =
|
||||
((Random.Range(-1f,0f) > 0) ? (Action)RingTheBell : (Action)CallAiYuPin);
|
||||
((Random.Range(-1f,1f) > 0) ? (Action)RingTheBell : (Action)CallAiYuPin);
|
||||
StartCoroutine(action());
|
||||
}
|
||||
}
|
||||
@ -92,7 +110,7 @@ public class DiZang : Enemy
|
||||
/// 召唤爱欲品的时候Call这个
|
||||
/// </summary>
|
||||
private IEnumerator CallAiYuPin(){
|
||||
yield return new WaitForEndOfFrame();
|
||||
Debug.Log("正在使用:召唤");
|
||||
//确定玩家在上半边还是下半边
|
||||
PlayerState playerState =
|
||||
((player.transform.position.y > aiYuPinBuildLimit) ? PlayerState.上半: PlayerState.下半);
|
||||
@ -140,8 +158,9 @@ public class DiZang : Enemy
|
||||
/// 敲钟的时候Call这个
|
||||
/// </summary>
|
||||
private IEnumerator RingTheBell(){
|
||||
Debug.Log("正在使用:敲钟");
|
||||
yield return new WaitForEndOfFrame();
|
||||
Debug.Log("地藏正在敲钟");
|
||||
myBell.ATK(player);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -149,8 +168,25 @@ public class DiZang : Enemy
|
||||
/// </summary>
|
||||
private IEnumerator TakeTheMoney(){
|
||||
yield return new WaitForEndOfFrame();
|
||||
Debug.Log("地藏正在拿钱");
|
||||
Debug.Log("正在使用:拿钱");
|
||||
|
||||
}
|
||||
|
||||
private void ATKEnd(){StartCoroutine(ATK());}
|
||||
// ______ _
|
||||
// | ____| | |
|
||||
// | |____ _____ _ __ | |_
|
||||
// | __\ \ / / _ \ '_ \| __|
|
||||
// | |___\ V / __/ | | | |_
|
||||
// |______\_/ \___|_| |_|\__|
|
||||
protected override void OnFindThePlayer(Transform target){
|
||||
if(state == State.wander){
|
||||
state = State.atk;
|
||||
StartCoroutine(ATK());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 攻击结束的时候触发,重新开始新一轮攻击
|
||||
/// </summary>
|
||||
public void ATKEnd(){StartCoroutine(ATK());}
|
||||
}
|
||||
|
@ -43,6 +43,16 @@ public class MyPlayer : MonoBehaviour
|
||||
/// </summary>
|
||||
[DictionaryDrawerSettings()][Header("攻击方式的倍率列表")][ShowInInspector][FoldoutGroup("其他",false,0)]
|
||||
public static Dictionary<AtkMethod,int> atkMethodMagnification;
|
||||
/// <summary>
|
||||
/// 记录此时自己是否被爱欲品缠抱
|
||||
/// </summary>
|
||||
[Header("被缠抱了吗?")][SerializeField][ReadOnly][FoldoutGroup("Info")]
|
||||
public bool isCatching = false;
|
||||
/// <summary>
|
||||
/// 正抓着玩家的爱欲品
|
||||
/// </summary>
|
||||
[HideInInspector]
|
||||
public AiYuPin catingAiYuPin;
|
||||
|
||||
// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
@ -87,15 +97,7 @@ public class MyPlayer : MonoBehaviour
|
||||
/// 是否在攻击
|
||||
/// </summary>
|
||||
private bool isAttacking;
|
||||
/// <summary>
|
||||
/// 记录此时自己是否被爱欲品缠抱
|
||||
/// </summary>
|
||||
[Header("被缠抱了吗?")][SerializeField][ReadOnly][FoldoutGroup("Info")]
|
||||
private bool isCatching = false;
|
||||
/// <summary>
|
||||
/// 正抓着玩家的爱欲品
|
||||
/// </summary>
|
||||
private AiYuPin catingAiYuPin;
|
||||
|
||||
|
||||
|
||||
// _____ _ _ ____ _
|
||||
@ -260,7 +262,10 @@ public class MyPlayer : MonoBehaviour
|
||||
|
||||
if(faceDir * inputDir < 0){
|
||||
if(inControl && !isAttacking)TurnAround();
|
||||
if(isCatching){catingAiYuPin.OnBreakFree();}
|
||||
if(isCatching && context.started){
|
||||
catingAiYuPin.OnBreakFree();
|
||||
Debug.Log("挣脱");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user