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diff --git a/Assets/Scenes/test.unity b/Assets/Scenes/test.unity
index 925104c..f9188cd 100644
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+++ b/Assets/Scenes/test.unity
@@ -958,8 +958,8 @@ MonoBehaviour:
speed: 3
coin: 5
canBeHit: 1
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GameObject:
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@@ -1598,8 +1288,8 @@ MonoBehaviour:
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coin: 0
canBeHit: 1
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state: 0
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@@ -2355,8 +2045,8 @@ MonoBehaviour:
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+ HPLeft: 0
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@@ -2780,3 +2470,60 @@ MonoBehaviour:
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diff --git a/Assets/Scripts/AiYuPin.cs b/Assets/Scripts/AiYuPin.cs
index 514c09e..cd232b5 100644
--- a/Assets/Scripts/AiYuPin.cs
+++ b/Assets/Scripts/AiYuPin.cs
@@ -147,7 +147,7 @@ public class AiYuPin : NormalEnemy
}
//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(){ canBeHit = true; }
+ public override void OnRetouchedTheGround(){ canBeHit = true; }
///
/// 完全挣脱的时候触发
diff --git a/Assets/Scripts/Bell.cs b/Assets/Scripts/Bell.cs
new file mode 100644
index 0000000..09852e3
--- /dev/null
+++ b/Assets/Scripts/Bell.cs
@@ -0,0 +1,16 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using DG.Tweening;
+
+///
+/// 撞钟类,控制地藏头上的钟
+///
+public class Bell : MonoBehaviour
+{
+ void Start(){
+ Tweener tweener = transform.DOShakePosition(5f,0.3f,1,150,false,false);
+ tweener.SetLoops(-1);
+ tweener.SetEase(Ease.InQuad);
+ }
+}
diff --git a/Assets/Scripts/Bell.cs.meta b/Assets/Scripts/Bell.cs.meta
new file mode 100644
index 0000000..63fc6ad
--- /dev/null
+++ b/Assets/Scripts/Bell.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: eb1ead91b6d7c9949b86dadd3704ba8d
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Scripts/DiZang.cs b/Assets/Scripts/DiZang.cs
index 9f39059..bba0c57 100644
--- a/Assets/Scripts/DiZang.cs
+++ b/Assets/Scripts/DiZang.cs
@@ -1,4 +1,4 @@
-using System.Collections;
+ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;
@@ -27,12 +27,36 @@ public class DiZang : Enemy
private delegate IEnumerator Action();
private enum PlayerState{上半,下半};
private MyPlayer player;
-
///
/// 到底在上面还是下面生成爱欲品的玩家位置Y轴的界限
///
[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")]
public float aiYuPinBuildLimit;
+ ///
+ /// 爱欲品小怪的预制体,召唤功能会用到
+ ///
+ [Header("爱欲品怪物预制体")][FoldoutGroup("地藏")]
+ public GameObject aiYuPin;
+ ///
+ /// 场景上方的落怪点,用来召唤爱欲品
+ ///
+ [Header("场景上方的落怪点组")][ListDrawerSettings][FoldoutGroup("地藏")]
+ public List throwingPointGroupUp;
+ ///
+ /// 场景下方的落怪点,用来召唤爱欲品
+ ///
+ [Header("场景下方的落怪点组")][ListDrawerSettings][FoldoutGroup("地藏")]
+ public List throwingPointGroupDown;
+ ///
+ /// 本次使用的落怪点位置组
+ ///
+ private List throwingPointGroupUse;
+ ///
+ /// 使用召唤爱欲品后有多少时间的后摇
+ ///
+ public float CallAiYuPinEndTime;
+ private delegate void NullAction();
+
private void Init(){
moneyBox = FindObjectOfType();
@@ -59,7 +83,7 @@ public class DiZang : Enemy
else{
//否则,随机执行召唤或者敲钟
Action action =
- ((Random.Range(-1f,1f) > 0) ? (Action)RingTheBell : (Action)CallAiYuPin);
+ ((Random.Range(-1f,0f) > 0) ? (Action)RingTheBell : (Action)CallAiYuPin);
StartCoroutine(action());
}
}
@@ -72,6 +96,43 @@ public class DiZang : Enemy
//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);
+ //根据玩家位置状态确定所用落怪位置组
+ throwingPointGroupUse =
+ ((playerState == PlayerState.上半) ?
+ throwingPointGroupUp : throwingPointGroupDown);
+ //创建一个储存生成的爱欲品的列表,用于使他们在一段时间后开始Seek
+ List aiYuPins = new List();
+ //遍历位置组
+ foreach(ThrowingPoint t in throwingPointGroupUse){
+ //生成一个爱欲品
+ AiYuPin temp =Instantiate(
+ aiYuPin,
+ t.transform.position,//在位置组中元素的位置
+ Quaternion.identity
+ ).GetComponent();
+ //初始化爱欲品
+ //该状态为wander使其先保持不动
+ temp.state = State.wander;
+ //修改爱欲品面部朝向
+ if(t.dir.x == -1) temp.transform.rotation = Quaternion.Euler(
+ temp.transform.rotation.x,
+ -180f,
+ temp.transform.localScale.z
+ );
+ //根据投掷点内信息给予爱欲品投掷速度
+ temp.GetComponent().velocity = t.dir * t.strength;
+ //把这个爱欲品加入列表
+ aiYuPins.Add(temp);
+ }
+ //一段时间后,使他们开始Seek
+ yield return new WaitForSeconds(0.8f);
+ foreach(AiYuPin a in aiYuPins){
+ a.state = State.seek;
+ }
+ //等待攻击后摇结束
+ yield return new WaitForSeconds(CallAiYuPinEndTime);
+ //发送信号,本次攻击宣告结束
+ ATKEnd();
}
@@ -90,4 +151,6 @@ public class DiZang : Enemy
yield return new WaitForEndOfFrame();
Debug.Log("地藏正在拿钱");
}
+
+ private void ATKEnd(){StartCoroutine(ATK());}
}
diff --git a/Assets/Scripts/Enemy.cs b/Assets/Scripts/Enemy.cs
index 0c26480..1692a9b 100644
--- a/Assets/Scripts/Enemy.cs
+++ b/Assets/Scripts/Enemy.cs
@@ -38,7 +38,6 @@ public class Enemy : MonoBehaviour
///
[FoldoutGroup("属性")][Header("掉落金币数")]
public int coin;
-
///
/// 怪物拥有的几种状态
///
@@ -48,6 +47,11 @@ public class Enemy : MonoBehaviour
///
[FoldoutGroup("状态")][Header("当前是否能被攻击")][ReadOnly]
public bool canBeHit = true;
+ ///
+ /// 当前状态
+ ///
+ [EnumPaging][SerializeField][ReadOnly][Header("当前状态")][FoldoutGroup("状态")]
+ public State state;
// _____ _ _
// | __ \ (_) | |
@@ -62,11 +66,6 @@ public class Enemy : MonoBehaviour
[ReadOnly][SerializeField][ProgressBar(0,10,0.15f,0.47f,0.74f)][FoldoutGroup("状态")]
protected float HPLeft;
- ///
- /// 当前状态
- ///
- [EnumPaging][SerializeField][ReadOnly][Header("当前状态")][FoldoutGroup("状态")]
- protected State state;
// ______ _
// | ____| | |
@@ -99,7 +98,7 @@ public class Enemy : MonoBehaviour
///
/// 当怪物着地的时候触发一次
///
- protected virtual void OnRetouchedTheGround(){}
+ public virtual void OnRetouchedTheGround(){}
// _ _ _
// | \ | | | |
diff --git a/Assets/Scripts/NormalEnemy.cs b/Assets/Scripts/NormalEnemy.cs
index 484c91a..a08dfe7 100644
--- a/Assets/Scripts/NormalEnemy.cs
+++ b/Assets/Scripts/NormalEnemy.cs
@@ -119,7 +119,7 @@ public class NormalEnemy : Enemy
canBeHit = false;
}
- protected override void OnRetouchedTheGround(){
+ public override void OnRetouchedTheGround(){
if(!inPath){//如果此时怪物没在巡逻且着地了,说明时被击飞然后着地了
//新建一个动画,让怪物回到初始记录位置
Tween tween = transform.DOMove(sourcePosition,
diff --git a/Assets/Scripts/ThrowingPoint.cs b/Assets/Scripts/ThrowingPoint.cs
new file mode 100644
index 0000000..e202a84
--- /dev/null
+++ b/Assets/Scripts/ThrowingPoint.cs
@@ -0,0 +1,22 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using Sirenix.OdinInspector;
+
+///
+/// 投掷点类,用来记录一些信息,供地藏使用召唤攻击的时候用
+///
+public class ThrowingPoint : MonoBehaviour
+{
+ ///
+ /// 投掷力度
+ ///
+ [Header("投掷力度")]
+ public float strength;
+
+ ///
+ /// 投掷方向
+ ///
+ [Header("投掷方向")]
+ public Vector2 dir;
+}
diff --git a/Assets/Scripts/ThrowingPoint.cs.meta b/Assets/Scripts/ThrowingPoint.cs.meta
new file mode 100644
index 0000000..7263484
--- /dev/null
+++ b/Assets/Scripts/ThrowingPoint.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8456de2497479ed4e906a55c714f88c5
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant: