using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using Sirenix.OdinInspector;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
///
/// 以撒类,控制以撒Boss
///
public class YiSa : Enemy
{
// _____ _ _ _
// | __ \ | | | (_)
// | |__) | _| |__ | |_ ___
// | ___/ | | | '_ \| | |/ __|
// | | | |_| | |_) | | | (__
// |_| \__,_|_.__/|_|_|\___|
///
/// 攻击用鬼魂的预制体
///
[Header("攻击用鬼魂的预制体")][FoldoutGroup("预制体")]
public GameObject goust;
///
/// 鬼魂攻击玩家时,生成位置离玩家的距离
///
[Header("鬼魂攻击玩家时,生成位置离玩家的距离")][FoldoutGroup("以撒")]
public float atkOffsetDistance;
///
/// 疯狂的鬼魂的攻击间隔时间
///
[Header("疯狂的鬼魂的攻击间隔时间")][FoldoutGroup("以撒")]
public float crazyGoustTimeBetweenAttacks;
///
/// 正常的鬼魂的攻击间隔时间
///
[Header("正常的鬼魂的攻击间隔时间")][FoldoutGroup("以撒")]
public float normalGoustTimeBetweenAttacks;
///
/// 鬼魂的粒子材质
///
[Header("鬼魂的粒子材质")][FoldoutGroup("材质")]
public Material GoustMaterial;
///
/// 屏幕后特效组件
///
[Header("屏幕后特效组件")] [FoldoutGroup("材质")]
public Volume volume;
// _____ _ _
// | __ \ (_) | |
// | |__) | __ ___ ____ _| |_ ___
// | ___/ '__| \ \ / / _` | __/ _ \
// | | | | | |\ V / (_| | || __/
// |_| |_| |_| \_/ \__,_|\__\___|
///
/// 攻击之间的间隔时间
///
private float timeBetweenAttacks;
///
/// 返回类型为协程、参数为空的委托类型
///
private delegate IEnumerator Action();
private MyPlayer player;
///
/// 目前是否处于狂暴状态
///
[Header("目前是否处于狂暴状态")][FoldoutGroup("状态")][ReadOnly]
private bool isCrazy;
///
/// 颜色补正,主要在狂暴系统中更改
///
private Color colorOffset;
///
/// 震动动画
///
private Tweener shakeTweener;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
// | | __ _| | | |_) | __ _ ___| | __
// | | / _` | | | _ < / _` |/ __| |/ /
// | |___| (_| | | | |_) | (_| | (__| <
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
void Start(){
Init();
//测试用开启
//InCrazy();
//StartCoroutine(StartAATK());
}
// _ _ _
// | \ | | | |
// | \| | ___ _ __ _ __ ___ __ _| |
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
// | |\ | (_) | | | | | | | | (_| | |
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
private void Init(){
//找到必要的物体和组件
player = FindObjectOfType();
//初始化攻击间隔时间
timeBetweenAttacks = normalGoustTimeBetweenAttacks;
//初始化颜色补正
colorOffset = Color.white;
GoustMaterial.SetColor("Color_",new Color(14,61,255));
//初始化生命值
HPLeft = HP;
}
///
/// 执行一次攻击
///
public IEnumerator StartAATK(){
//等待攻击间隔
yield return new WaitForSeconds(timeBetweenAttacks);
//决定行动
Action action = DecideAAction();
//开始行动
StartCoroutine(action());
}
///
/// 决定行动的函数
///
private Action DecideAAction(){
Action action;
///从0、1中随机生成一种
int r = Random.Range(0,2);
if(r == 0)
action = Rush;
else
action = Lighting;
return action;
}
private IEnumerator Rush(){
yield return new WaitForEndOfFrame();
Debug.Log("以撒使用了冲撞");
//当以撒使用冲撞时
//首先构建一个生成位置,以玩家为中心,向随机位置偏移固定距离便是
Vector3 appearPos = (
//玩家位置
player.transform.position +
//加上定长随机方向偏移量
new Vector3(
Random.Range(-1f,1f),Random.Range(-1f,1f),0
).normalized *
atkOffsetDistance
);
//在该位置生成一个鬼魂
YiSaGoust t = Instantiate(
goust,
appearPos,
Quaternion.identity
).GetComponent();
//给鬼魂以颜色补正
t.GetComponent().DOColor(colorOffset,2f);
//让鬼魂淡出
//Tweener tweener = t.GetComponent().DOFade(1,0.5f);
//记录一下本次攻击的冲撞方向
Vector2 rushDir = player.transform.position - t.transform.position;
//告知该鬼魂执行冲撞攻击
yield return new WaitForSeconds(1f);
t.RushATK(rushDir);
//ATKEnd();
}
private IEnumerator Lighting(){
yield return new WaitForEndOfFrame();
Debug.Log("以撒使用了落雷");
//在玩家头顶某位置召唤鬼魂
YiSaGoust t = Instantiate(
goust,player.transform.position +
new Vector3(0,2f,0),Quaternion.identity
).GetComponent();
//给鬼魂以颜色补正
t.GetComponent().DOColor(colorOffset,2f);
// //0.5秒淡入显示鬼魂
// Tweener tweener = t.GetComponent().DOFade(1,0.5f);
//给玩家一秒的反应时间
yield return new WaitForSeconds(1f);
t.LightningATK();
//ATKEnd();
}
///
/// 攻击结束的时候触发,重新开始新一轮攻击
///
public void ATKEnd(){
if(state == State.atk) StartCoroutine(StartAATK());
}
///
/// 进入狂暴状态
///
private void InCrazy(){
//修改特效粒子为红色
GoustMaterial.SetColor("Color_",new Color(255,0,0));
//修改屏幕后特效辉光为红色
StartCoroutine(SetVolumeColor(volume, 0));
//修改标记表示开始狂暴
isCrazy = true;
//修改攻击间隔时间
timeBetweenAttacks = crazyGoustTimeBetweenAttacks;
//修改鬼魂颜色补正
colorOffset = Color.red;
//让石像震动
shakeTweener = transform.DOShakePosition(0.5f,0.1f,50,90,false,false).SetLoops(-1);
}
///
/// 脱离狂暴装填
///
private void OutCrazy(){
//修改特效粒子为原色
GoustMaterial.SetColor("Color_",new Color(14,61,255));
//修改屏幕后特效辉光为红色
StartCoroutine(SetVolumeColor(volume, 1));
//消除狂暴标记
isCrazy = false;
//修改攻击间隔时间
timeBetweenAttacks = normalGoustTimeBetweenAttacks;
//修改鬼魂颜色补正
colorOffset = Color.white;
//让石像停止震动
shakeTweener.Kill();
}
// ______ _
// | ____| | |
// | |____ _____ _ __ | |_
// | __\ \ / / _ \ '_ \| __|
// | |___\ V / __/ | | | |_
// |______\_/ \___|_| |_|\__|
///
/// 当有男童被救的时候从男童触发
///
public void OnSave(Boy boy){
//当有男童被救,触发狂暴
InCrazy();
}
public override void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){
//只有狂暴状态会受击
if(isCrazy){
//结算生命值
HPLeft -= MyPlayer.atkMethodMagnification[hitMethod];
//解除狂暴
OutCrazy();
if(CheckDead()) OnDead();
}
}
public override void OnDead(){
state = State.dead;
FindObjectOfType().GetComponent().enabled = true;
//上传玩家进度
FindObjectOfType().rate = (int) MyPlayer.Progress.过基;
FindObjectOfType().UpdatePlayerInfo();
}
///
/// 修改屏幕后特效
///
private IEnumerator SetVolumeColor(Volume volume,float endValue)
{
Bloom bloom;
volume.profile.TryGet(out bloom);
Color color = bloom.tint.value;
if (color.g > endValue)
{
while (color.g>endValue)
{
yield return new WaitForSeconds(0.05f);
color.g -= 0.1f;
color.b -= 0.1f;
bloom.tint.SetValue(new ColorParameter(color));
}
}
else
{
while (color.g