using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;
///
/// 地藏Boss类,继承于Enemy
///
public class DiZang : Enemy
{
// _____ _ _ _
// | __ \ | | | (_)
// | |__) | _| |__ | |_ ___
// | ___/ | | | '_ \| | |/ __|
// | | | |_| | |_) | | | (__
// |_| \__,_|_.__/|_|_|\___|
///
/// 攻击之间的间隔时间
///
[Header("攻击之间的间隔时间")][FoldoutGroup("地藏")]
public float timeBetweenAttacks;
///
/// 塞钱箱
///
private MoneyBox moneyBox;
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;
private void Init(){
moneyBox = FindObjectOfType();
player = FindObjectOfType();
}
protected override void OnFindThePlayer(Transform target){
if(state == State.wander){
state = State.atk;
StartCoroutine("ATK");
}
}
void Start(){
Init();
}
private new IEnumerator ATK(){
//等待攻击间隔
yield return new WaitForSeconds(timeBetweenAttacks);
//决定行动
//如果有钱,则执行拿钱
if(moneyBox.hasMoney)StartCoroutine(TakeTheMoney());
else{
//否则,随机执行召唤或者敲钟
Action action =
((Random.Range(-1f,1f) > 0) ? (Action)RingTheBell : (Action)CallAiYuPin);
StartCoroutine(action());
}
}
///
/// 召唤爱欲品的时候Call这个
///
private IEnumerator CallAiYuPin(){
yield return new WaitForEndOfFrame();
//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);
}
///
/// 敲钟的时候Call这个
///
private IEnumerator RingTheBell(){
yield return new WaitForEndOfFrame();
Debug.Log("地藏正在敲钟");
}
///
/// 拿钱的时候Call这个
///
private IEnumerator TakeTheMoney(){
yield return new WaitForEndOfFrame();
Debug.Log("地藏正在拿钱");
}
}