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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: + assetBundleName: + assetBundleVariant: 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: