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;
///
/// 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();
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,0f) > 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);
//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();
}
///
/// 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");
}
private void ATKEnd(){StartCoroutine(ATK());}
}