using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;
///
/// 伊斯兰小怪类
///
public class YiSiLan : Enemy, Bommer.I_CanBeBoomedObj
{
// _____ _ _ _
// | __ \ | | | (_)
// | |__) | _| |__ | |_ ___
// | ___/ | | | '_ \| | |/ __|
// | | | |_| | |_) | | | (__
// |_| \__,_|_.__/|_|_|\___|
[FoldoutGroup("其他",false,0)][Header("怪物死后旋转速度的随机区间")]
public float deadRotationRangeMax;
[FoldoutGroup("其他",false,0)]
public float deadRotationRangeMin;
///
/// 抓到玩家后多长事件触发爆炸
///
[Header("抓到玩家后多长事件触发爆炸")][FoldoutGroup("伊斯兰")]
public float boomTime;
///
/// 被击飞力度的调整值
///
[Header("被攻击后击飞的力度调整值")][FoldoutGroup("其他",false,0)]
public Vector2 hitToflyParameter;
// _____ _ _
// | __ \ (_) | |
// | |__) | __ ___ ____ _| |_ ___
// | ___/ '__| \ \ / / _` | __/ _ \
// | | | | | |\ V / (_| | || __/
// |_| |_| |_| \_/ \__,_|\__\___|
private Rigidbody2D m_rigidbody;
///
/// seek函数中的追踪目标
///
private Transform target;
///
/// 记录此时玩家是否在爆炸范围内
///
[Header("记录此时玩家是否在爆炸范围内")][SerializeField][FoldoutGroup("伊斯兰")][ReadOnly]
private bool canHitPlayer;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
// | | __ _| | | |_) | __ _ ___| | __
// | | / _` | | | _ < / _` |/ __| |/ /
// | |___| (_| | | | |_) | (_| | (__| <
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
void Start(){Init();}//初始化
void FixedUpdate(){if(state == State.seek)Seek();}//seek
// _ _ _
// | \ | | | |
// | \| | ___ _ __ _ __ ___ __ _| |
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
// | |\ | (_) | | | | | | | | (_| | |
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
private void Init(){
//初始化状态为Seek
state = State.seek;
//找到必要的组件
m_rigidbody = GetComponent();
target = FindObjectOfType().transform;
}
///
/// 寻找函数,每Fixed调用
///
private void Seek(){
//构造一个方向,1代表向右,-1代表向左
int dir = (target.position.x - transform.position.x > 0) ? 1:-1;
//使刚体水平方向上获得速度
m_rigidbody.velocity = new Vector2(speed * dir,
m_rigidbody.velocity.y);
//矫正一下faceDir的问题,使其始终朝向玩家
transform.rotation = Quaternion.
Euler
(transform.rotation.x,
((dir == 1) ? 0:-180),
transform.rotation.z);
}
///
/// 碰到玩家的时候触发,伊斯兰爆炸的时候Call这个,通过协程触发,因为爆炸有个延时
///
private void Boom(){
//
deadRotationRangeMax *= 3;
deadRotationRangeMin *= 3;
hitToflyParameter *= 3;
state = State.dead;
OnBeHit(MyPlayer.AtkMethod.反弹炸弹,(target.position.x - transform.position.x > 0) ? 1:-1);
// //让自己去世
// OnDead();
//判定能否攻击到玩家
if(canHitPlayer){
FindObjectOfType().OnBeHit(ATK,(target.position.x - transform.position.x > 0) ? -1:1);
// //加一个扭矩,营造死亡的效果
// m_rigidbody.AddTorque(Random.Range(deadRotationRangeMin,deadRotationRangeMax) *
// ((target.position.x - transform.position.x > 0) ? -1:1));
}
}
///
/// 被击飞的击飞效果处理
///
/// 被击方向
public void BeHitToFly(int dir){
m_rigidbody.velocity += new Vector2( //给予自身一个
-1 * dir * hitToflyParameter.x,//X方向为力度系数乘以受击方向
hitToflyParameter.y//Y方向为力度系数
//的绝对的速度
);
}
///
/// 协程用,删除自己这个游戏物体
///
protected void Dead(){Destroy(gameObject);}
// ______ _
// | ____| | |
// | |____ _____ _ __ | |_
// | __\ \ / / _ \ '_ \| __|
// | |___\ V / __/ | | | |_
// |______\_/ \___|_| |_|\__|
protected override void OnTouchThePlayer(MyPlayer player){Invoke("Boom",boomTime);}
protected override void OnDead(){
//标记当前状态为死亡
state = State.dead;
//加一个扭矩,营造死亡的效果
m_rigidbody.AddTorque(Random.Range(deadRotationRangeMin,deadRotationRangeMax) *
((target.position.x - transform.position.x > 0) ? -1 : 1));
//关掉自己的碰撞体
GetComponent().enabled = false;
//两秒后自己毁灭
Invoke("Dead",2f);
}
public override void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){
//让自己被击飞
BeHitToFly(hitDir);
//结算生命值
HPLeft -= MyPlayer.atkMethodMagnification[hitMethod];
//看下死了没
//死了就记录下死亡时候的面部朝向,用来做死亡翻滚效果,然后再Call一下死亡事件
if(CheckDead()) {OnDead();}
//被打飞了在着地前都不会挨打了
canBeHit = false;
}
// _____ _ _ _ _
// / ____| | | (_) (_)
// | | ___ | | |_ ___ _ ___ _ __
// | | / _ \| | | / __| |/ _ \| '_ \
// | |___| (_) | | | \__ \ | (_) | | | |
// \_____\___/|_|_|_|___/_|\___/|_| |_|
//触发器代表炸弹范围,进入说明能炸到,离开说明炸不到了
protected override void OnTriggerEnter2D(Collider2D other){
base.OnTriggerEnter2D(other);
if(other.gameObject.TryGetComponent(out MyPlayer player))
canHitPlayer = true;
}
void OnTriggerExit2D(Collider2D other){
if(other.gameObject.TryGetComponent(out MyPlayer player))
canHitPlayer = false;
}
// _____ _ __
// |_ _| | | / _|
// | | _ __ | |_ ___ _ __| |_ __ _ ___ ___
// | | | '_ \| __/ _ \ '__| _/ _` |/ __/ _ \
// _| |_| | | | || __/ | | || (_| | (_| __/
// |_____|_| |_|\__\___|_| |_| \__,_|\___\___|
public void BeBoomed(float atk, int dir){
//需要重写
OnBeHit(MyPlayer.AtkMethod.反弹炸弹,dir);
}
public Transform ObjTransform(){return transform;}
}