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void BeBoomed(float atk, int dir); + void BeBoomed(float atk, int dir, Boomer boomer); Transform ObjTransform(); } [HideInInspector] public Rigidbody2D m_rigidbody; + /// + /// 落地后的爆炸时间 + /// + public float landBoomTime = 0; + /// + /// 这个炸弹能否被反击呢?默认无法反击,如果要反击,请在初始化的时候修改此属性 + /// + public bool isThisCanBeReturned = false; // _____ _ _ // | __ \ (_) | | @@ -40,7 +48,12 @@ public class Bommer : MonoBehaviour /// /// 爆炸会受影响的东西,只能是伊斯兰、木马或者玩家 /// + [ListDrawerSettings][ShowInInspector] private List boomingObj; + /// + /// 记录正在播放的返回动画,爆炸的时候kill一下,否则会触发Tween插件的安全模式错误log + /// + private Tweener returnTweener; // _____ _ _ ____ _ // / ____| | | | _ \ | | @@ -76,13 +89,36 @@ public class Bommer : MonoBehaviour foreach(I_CanBeBoomedObj obj in boomingObj){ //执行被炸事件 obj.BeBoomed(owner.ATK, - (obj.ObjTransform().position.x - transform.position.x > 0) ? 1 : 1 + (obj.ObjTransform().position.x - transform.position.x > 0) ? 1 : 1, + this ); } + returnTweener.Kill(); //销毁自己 Destroy(gameObject); } + // ______ _ + // | ____| | | + // | |____ _____ _ __ | |_ + // | __\ \ / / _ \ '_ \| __| + // | |___\ V / __/ | | | |_ + // |______\_/ \___|_| |_|\__| + + /// + /// 被反击的时候触发 + /// + public void Vengeance(){ + //修改自身物理层使其不会与玩家相撞 + gameObject.layer = 10; + //编写Tween动画使其飞向木马受击点 + Tweener tweener = transform.DOMove( + owner.transform.Find("反弹炸弹受击点").position, + 0.2f,false + ); + returnTweener = tweener; + } + // _____ _ _ _ _ // / ____| | | (_) (_) // | | ___ | | |_ ___ _ ___ _ __ @@ -92,13 +128,19 @@ public class Bommer : MonoBehaviour //当与物体碰上 void OnCollisionEnter2D(Collision2D other){ - //直接爆炸,不管是什么 - Boom(); + //如果创到地面,执行爆炸延时 + if(other.transform.tag == "地面"){ + Invoke("Boom",landBoomTime); + } + else{ + //否则直接炸 + Boom(); + } } //当有东西进入爆炸范围 void OnTriggerEnter2D(Collider2D other){ //看看是不是可被炸对象(对象需要实现被炸接口) - if(other.TryGetComponent(out I_CanBeBoomedObj obj)){ + if(other.TryGetComponent(out I_CanBeBoomedObj obj) && !other.isTrigger){ //是则将其加入被炸对象列表 boomingObj.Add(obj); } diff --git a/Assets/Scripts/Bommer.cs.meta b/Assets/Scripts/Boomer.cs.meta similarity index 100% rename from Assets/Scripts/Bommer.cs.meta rename to Assets/Scripts/Boomer.cs.meta diff --git a/Assets/Scripts/MyPlayer.cs b/Assets/Scripts/MyPlayer.cs index 1760938..81b630c 100644 --- a/Assets/Scripts/MyPlayer.cs +++ b/Assets/Scripts/MyPlayer.cs @@ -8,7 +8,7 @@ using Sirenix.OdinInspector; /// /// 玩家类,控制玩家相关的东西 /// -public class MyPlayer : MonoBehaviour, Bommer.I_CanBeBoomedObj +public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj { // _____ _ _ _ // | __ \ | | | (_) @@ -84,6 +84,9 @@ public class MyPlayer : MonoBehaviour, Bommer.I_CanBeBoomedObj private float hammerCDLeft = 0f; [FoldoutGroup("CD")][Header("发射镰刀的CD还剩多长时间")][SerializeField][ReadOnly] private float sickleCDLeft = 0f; + /// + /// 面部朝向,-1为左,1为右 + /// private int faceDir = 1;//面部朝向 private Transform sickleFirePoint;//镰刀发射点的transform private Transform sickleClearerL;//左边的镰刀清除触发器 @@ -113,6 +116,10 @@ public class MyPlayer : MonoBehaviour, Bommer.I_CanBeBoomedObj /// private bool isThrowing; private VibrationManager vibrationManager; + /// + ///反击侦察器组件 + /// + private CounterScout counterScout; @@ -160,6 +167,7 @@ public class MyPlayer : MonoBehaviour, Bommer.I_CanBeBoomedObj sickleClearerR.gameObject.AddComponent(); m_Animator = GetComponent(); vibrationManager = FindObjectOfType(); + counterScout = gameObject.AddComponent(); //初始化生命值 HPLeft = HP; //初始化攻击倍率字典 @@ -333,6 +341,15 @@ public class MyPlayer : MonoBehaviour, Bommer.I_CanBeBoomedObj StartCoroutine( vibrationManager.ShakePad(0.1f,0.1f,0.2f,VibrationManager.PadShakeitem.挥动锤子) ); + //检查是否有可反击的炸弹 + if(counterScout.catchingBoomer != null && faceDir == -1) + { + //有则执行炸弹的反击功能 + counterScout.catchingBoomer.Vengeance(); + //剧烈震动手柄 + StartCoroutine(vibrationManager.ShakePad(0.8f,0.2f,0.2f,VibrationManager.PadShakeitem.反弹炸弹)); + } + } } @@ -480,7 +497,7 @@ public class MyPlayer : MonoBehaviour, Bommer.I_CanBeBoomedObj // _| |_| | | | || __/ | | || (_| | (_| __/ // |_____|_| |_|\__\___|_| |_| \__,_|\___\___| - public void BeBoomed(float atk, int dir){ + public void BeBoomed(float atk, int dir, Boomer boomer){ OnBeHit(atk,dir); } @@ -496,8 +513,6 @@ public class MyPlayer : MonoBehaviour, Bommer.I_CanBeBoomedObj // | | (_) | (_) | | |____| | (_| \__ \__ \ // |_|\___/ \___/|_|\_____|_|\__,_|___/___/ - - private class SickleClearer : MonoBehaviour { //一个工具小插件,单独写脚本实在太浪费,所以在这里写一下。 @@ -509,5 +524,33 @@ public class MyPlayer : MonoBehaviour, Bommer.I_CanBeBoomedObj Destroy(temp.gameObject); } - } + } + + /// + /// 反击侦察器,玩家的工具类 + /// + private class CounterScout : MonoBehaviour + { + /// + /// 正捕获着的炸弹 + /// + public Boomer catchingBoomer; + + void OnTriggerEnter2D(Collider2D other){ + //如果可捕获的炸弹进入捕获范围 + if(other.TryGetComponent(out Boomer temp) && + temp.isThisCanBeReturned){ + //则记录下这个炸弹 + catchingBoomer = temp; + } + } + void OnTriggerExit2D(Collider2D other){ + //如果捕获着的炸弹离开,清空记录 + if(other.TryGetComponent(out Boomer temp) && + temp == catchingBoomer){ + catchingBoomer = null; + } + } + + } } diff --git a/Assets/Scripts/TrojanHorse.cs b/Assets/Scripts/TrojanHorse.cs index 83c39b9..8744eea 100644 --- a/Assets/Scripts/TrojanHorse.cs +++ b/Assets/Scripts/TrojanHorse.cs @@ -7,7 +7,7 @@ using DG.Tweening; /// /// 木马类 /// -public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj +public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj { // _____ _ _ _ // | __ \ | | | (_) @@ -56,6 +56,11 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj /// [Header("喷射炸弹的力度倍数")][FoldoutGroup("木马")] public float sprayBoomerMultiple; + /// + /// 召唤炸弹攻击,炸弹从天而降的初速度 + /// + [Header("召唤炸弹攻击,炸弹从天而降的初速度")][FoldoutGroup("木马")] + public Vector2 callBoomStartVelocity; // _____ _ _ // | __ \ (_) | | @@ -71,7 +76,7 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj /// /// 开关,控制此时木马是否在移动 /// - [SerializeField][Header("此时木马是否在移动")][FoldoutGroup("状态")] + [SerializeField][Header("此时木马是否在移动")][FoldoutGroup("状态")][ReadOnly] private bool isMove = false; /// /// 召唤伊斯兰小怪的初始位置 @@ -81,6 +86,19 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj /// 喷射炸弹的起点 /// private Transform sprayBoomerPosition; + /// + /// 召唤炸弹攻击的最左边 + /// + private Transform callBoomerPositonLeft; + /// + /// 召唤炸弹攻击的最右边 + /// + private Transform callBoomerPositonRight; + /// + /// 此时是否被打断?主要用来停止喷射攻击 + /// + [Header("此时是否被打断")][SerializeField][FoldoutGroup("状态")][ReadOnly] + private bool wasInterupt = false; // _____ _ _ ____ _ // / ____| | | | _ \ | | @@ -107,12 +125,14 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj //找到必须的组件和物体 callYiSiLanPosition = transform.Find("小怪召唤点"); sprayBoomerPosition = transform.Find("喷射炸弹点"); + callBoomerPositonLeft = transform.Find("召唤炸弹攻击最左点"); + callBoomerPositonRight = transform.Find("召唤炸弹攻击最右点"); } /// /// 执行一次攻击 /// - private new IEnumerator ATK(){ + private IEnumerator StartAATK(){ //等待攻击间隔 yield return new WaitForSeconds(timeBetweenAttacks); //决定行动 @@ -165,19 +185,22 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj Debug.Log("正在使用:喷射炸弹"); //循环若干次(这里先硬编码成3次) for(int i = 0; i < 3; i++){ + if(wasInterupt) break; //实例化预制体 - Bommer bommer = Instantiate( + Boomer boomer = Instantiate( sprayBoomer, sprayBoomerPosition.position, Quaternion.identity - ).GetComponent(); + ).GetComponent(); //初始化喷出的炸弹 //给予初始的速度 yield return new WaitForEndOfFrame(); - bommer.m_rigidbody.velocity = sprayBoomerDir * (i + 1) * sprayBoomerMultiple; + boomer.m_rigidbody.velocity = sprayBoomerDir * (i + 1) * sprayBoomerMultiple; + boomer.isThisCanBeReturned = true; //等待喷射炸弹时间间隔 yield return new WaitForSeconds(sprayBoomerTime); } + wasInterupt = false; ATKEnd(); } /// @@ -185,8 +208,32 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj /// /// private IEnumerator CallBoomer(){ - yield return new WaitForEndOfFrame(); Debug.Log("正在使用:召唤炸弹"); + //循环若干次(这里先硬编码成3次) + for(int i = 0; i < 3; i++){ + //实例化预制体 + Boomer boomer = Instantiate( + sprayBoomer, + new Vector3( + //x取余范围内随机 + Random.Range(callBoomerPositonLeft.position.x, + callBoomerPositonRight.position.x), + //yz随起点 + callBoomerPositonLeft.position.y, + callBoomerPositonLeft.position.z + ), + Quaternion.identity + ).GetComponent(); + //初始化喷出的炸弹 + //先等待本帧结束,创建炸弹完毕 + yield return new WaitForEndOfFrame(); + //给予初始的速度 + boomer.m_rigidbody.velocity = callBoomStartVelocity; + //修改炸弹的落地爆炸时间 + boomer.landBoomTime = 1f; + //等待喷射炸弹时间间隔 + yield return new WaitForSeconds(sprayBoomerTime); + } ATKEnd(); } /// @@ -215,7 +262,7 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj //修改状态为发现玩家 state = State.atk; //开始攻击 - StartCoroutine(ATK()); + StartCoroutine(StartAATK()); //开始屏幕震动 FindObjectOfType().HorseShake(); //开始向右移动 @@ -226,7 +273,16 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj /// /// 攻击结束的时候触发,重新开始新一轮攻击 /// - public void ATKEnd(){StartCoroutine(ATK());} + public void ATKEnd(){StartCoroutine(StartAATK());} + + protected override void OnTouchThePlayer(MyPlayer player){ + //当创到玩家,让玩家受伤 + //告诉玩家,你被攻击了 + player.OnBeHit(ATK, + ((transform.position.x - + player.transform.position.x) + > 0) ? 1 : -1);//通过自身位置和玩家位置的比较来返回玩家本次的受击方向 + } // _____ _ __ @@ -236,8 +292,11 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj // _| |_| | | | || __/ | | || (_| | (_| __/ // |_____|_| |_|\__\___|_| |_| \__,_|\___\___| - public void BeBoomed(float atk, int dir){ - OnBeHit(MyPlayer.AtkMethod.反弹炸弹,dir); + public void BeBoomed(float atk, int dir, Boomer boomer){ + if(boomer.isThisCanBeReturned){ + OnBeHit(MyPlayer.AtkMethod.反弹炸弹,dir); + wasInterupt = true; + } } public Transform ObjTransform(){return transform;} diff --git a/Assets/Scripts/VibrationManager.cs b/Assets/Scripts/VibrationManager.cs index 73dad41..60bb6a1 100644 --- a/Assets/Scripts/VibrationManager.cs +++ b/Assets/Scripts/VibrationManager.cs @@ -29,10 +29,11 @@ public class VibrationManager : MonoBehaviour 被击中, 发射镰刀, 挥动锤子, - 木马移动 + 木马移动, + 反弹炸弹 } - public static PadShakeitem itemNow; + public PadShakeitem itemNow; /// /// 是否处于特洛伊Boss关 /// @@ -59,10 +60,12 @@ public class VibrationManager : MonoBehaviour if(Gamepad.current != null){ itemNow = item; Gamepad.current.SetMotorSpeeds(left,right); + //Debug.Log("正在开始"+item+"的震动"); yield return new WaitForSeconds(time); //只有震动项目和震动原因相同的时候,才会触发停止震动 //用来解决震动的覆盖问题 if(itemNow == item){ + //Debug.Log("正在结束"+item+"的震动"); Gamepad.current.SetMotorSpeeds(0,0); if(inHorseStage)HorseShakePad(); } @@ -79,6 +82,6 @@ public class VibrationManager : MonoBehaviour } public void HorseShakePad(){ - StartCoroutine(ShakePad(0.1f,0.1f,20f,PadShakeitem.木马移动)); + StartCoroutine(ShakePad(0f,0.1f,20f,PadShakeitem.木马移动)); } } \ No newline at end of file diff --git a/Assets/Scripts/YiSiLan.cs b/Assets/Scripts/YiSiLan.cs index f69e57f..8fca1c6 100644 --- a/Assets/Scripts/YiSiLan.cs +++ b/Assets/Scripts/YiSiLan.cs @@ -6,7 +6,7 @@ using Sirenix.OdinInspector; /// /// 伊斯兰小怪类 /// -public class YiSiLan : Enemy, Bommer.I_CanBeBoomedObj +public class YiSiLan : Enemy, Boomer.I_CanBeBoomedObj { // _____ _ _ _ // | __ \ | | | (_) @@ -185,7 +185,7 @@ public class YiSiLan : Enemy, Bommer.I_CanBeBoomedObj // _| |_| | | | || __/ | | || (_| | (_| __/ // |_____|_| |_|\__\___|_| |_| \__,_|\___\___| - 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