using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using Sirenix.OdinInspector;
///
/// 以撒鬼魂类,控制以撒攻击时出现的鬼魂
///
public class YiSaGoust : MonoBehaviour
{
///
/// 冲撞将消耗的时间
///
[Header("冲撞将消耗的时间")]
public float rushTime;
private YiSa owner;
///
/// 落雷的游戏物体
///
[Header("落雷的游戏物体")][HideInInspector]
public GameObject lightning;
[Header("粒子材质")]
#pragma warning disable 0108
public ParticleSystem particleSystem;
private CapsuleCollider2D capsuleCollider2D;
public Animator animator;
void Start(){
Init();
}
private void Init(){
//找到必要的组件和物体
animator = GetComponent();
owner = FindObjectOfType();
capsuleCollider2D = GetComponent();
//如果落雷没有落雷组件,则添加一个
lightning = GameObject.Find("落雷").transform.GetChild(0).gameObject;
if(!lightning.TryGetComponent(out Lightning t))
lightning.AddComponent();
}
public void RushATK(Vector2 rushDir){
//创建并执行一段冲锋的动画
capsuleCollider2D.enabled = true;
Tweener tweener = transform.DOMove(
transform.position + (Vector3)rushDir * 2,
rushTime
);
tweener.SetEase(Ease.InElastic);
//结束后,鬼魂逐渐消隐
TweenCallback action = () => {
capsuleCollider2D.enabled = false;
GetComponent().DOFade(0,1);
StartCoroutine(SetParticleColor(particleSystem, 0, 1f));
//消隐结束后删除自己
Invoke("DestroySelf",1.1f);
//宣告攻击结束
owner.ATKEnd();
};
tweener.OnStepComplete(action);
}
///
/// 闪电攻击的时候触发
///
public void LightningATK(){
//激活落雷
lightning.SetActive(true);
//将落雷的X位置改变到鬼魂的X
lightning.transform.position = new Vector3(
transform.position.x,
lightning.transform.position.y,
lightning.transform.position.z
);
//极短的时间后关闭落雷
Invoke("TurnOffLightning",0.2f);
//宣告攻击结束
owner.ATKEnd();
//淡出鬼魂
StartCoroutine(SetParticleColor(particleSystem, 0, 1f));
GetComponent().DOFade(0,1).OnStepComplete(()=>{
//淡出结束后,删除游戏物体
Destroy(gameObject);
});
}
private void TurnOffLightning(){lightning.SetActive(false);}
private void DestroySelf(){Destroy(gameObject);}
void OnTriggerEnter2D(Collider2D other)
{
//如果创到玩家
if(other.gameObject.TryGetComponent(out MyPlayer player)){
//告诉玩家,你被攻击了
player.OnBeHit(owner.ATK,
((transform.position.x -
player.transform.position.x)
> 0) ? 1 : -1);//通过自身位置和玩家位置的比较来返回玩家本次的受击方向
}
}
private class Lightning : MonoBehaviour
{
void OnTriggerStay2D(Collider2D other){
//如果创到玩家
if(other.gameObject.TryGetComponent(out MyPlayer player)){
//告诉玩家,你被攻击了
player.OnBeHit(FindObjectOfType().ATK,
((transform.position.x -
player.transform.position.x)
> 0) ? 1 : -1);//通过自身位置和玩家位置的比较来返回玩家本次的受击方向
}
}
}
//修改粒子,使粒子淡出
private IEnumerator SetParticleColor(ParticleSystem particleSystem,float endValue,float speed)
{
#pragma warning disable 0618
Color color = particleSystem.startColor;
while (particleSystem.startColor.a>0)
{
yield return new WaitForSeconds(speed/255);
color.a -= 1;
particleSystem.startColor = color;
}
}
}