
1.编写塞钱箱逻辑 (1.初始为有钱 (2.创建事件,当被塞钱,修改塞钱箱状态 (3.创建事件,当被拿钱,修改塞钱箱状态 (*:修改塞钱箱继承自普通可交互物体 2.编写玩家塞钱逻辑 (1.创建交互按键,当检测到交互执行,执行所catch物体的OnCall,根据所catch物体不同触发不同的动作。当catch到的是塞钱箱,执行塞钱功能 (2.创建塞钱功能,持有特殊金币-1 3.修改爱欲品掉钱逻辑 (1.修改死亡事件,当检测到主人为地藏并且玩家身上已经没钱了的时候,生成一个特殊硬币 4.编写特殊硬币逻辑 (1.继承于可交互物体(×) (2.OnCall的时候触发玩家加钱功能 (3.物理层上不与除地面以外的其他东西碰撞 (4.捡拾上,给硬币添加一个子物体,通过子物体上的触发器和攻击类来判断捡拾与否 5.编写地藏拿钱攻击逻辑 (*.参照钟的逻辑 (1.新建地藏手 (2.新建组件:地藏手 (3.收到攻击信号后,从外部从上至下伸入一只手,伴随抖动,到一定位置后停止 (4.手有碰撞体,触碰到玩家时,对玩家造成伤害 (5.抄一段普通怪物的受击逻辑,当手被攻击了,触发动画,稍微抬起一小段,并且剧烈震动,同时通知主人被打 6.整理脚本 至此,关卡已经能按照正常的逻辑跑起来了
195 lines
6.8 KiB
C#
195 lines
6.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Sirenix.OdinInspector;
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/// <summary>
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/// 地藏Boss类,继承于Enemy
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/// </summary>
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public class DiZang : Enemy
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{
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// _____ _ _ _
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// | __ \ | | | (_)
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// | |__) | _| |__ | |_ ___
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// | ___/ | | | '_ \| | |/ __|
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// | | | |_| | |_) | | | (__
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// |_| \__,_|_.__/|_|_|\___|
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/// <summary>
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/// 攻击之间的间隔时间
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/// </summary>
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[Header("攻击之间的间隔时间")][FoldoutGroup("地藏")]
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public float timeBetweenAttacks;
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/// <summary>
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/// 到底在上面还是下面生成爱欲品的玩家位置Y轴的界限
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/// </summary>
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[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")][FoldoutGroup("地藏")]
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public float aiYuPinBuildLimit;
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[Header("爱欲品怪物预制体")][FoldoutGroup("地藏")]
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public GameObject aiYuPin;
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/// <summary>
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/// 场景上方的落怪点组,用来召唤爱欲品
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/// </summary>
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[Header("场景上方的落怪点组")][ListDrawerSettings][FoldoutGroup("地藏")]
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public List<ThrowingPoint> throwingPointGroupUp;
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/// <summary>
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/// 场景下方的落怪点组,用来召唤爱欲品
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/// </summary>
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[Header("场景下方的落怪点组")][ListDrawerSettings][FoldoutGroup("地藏")]
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public List<ThrowingPoint> throwingPointGroupDown;
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/// <summary>
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/// 使用召唤爱欲品后有多少时间的后摇
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/// </summary>
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[Header("使用召唤爱欲品后有多少时间的后摇")][FoldoutGroup("地藏")]
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public float CallAiYuPinEndTime;
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// _____ _ _
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// | __ \ (_) | |
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// | |__) | __ ___ ____ _| |_ ___
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// | ___/ '__| \ \ / / _` | __/ _ \
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// | | | | | |\ V / (_| | || __/
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// |_| |_| |_| \_/ \__,_|\__\___|
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private MoneyBox moneyBox;
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private delegate IEnumerator Action();
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private enum PlayerState{上半,下半};
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private MyPlayer player;
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/// <summary>
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/// 本次使用的落怪点位置组
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/// </summary>
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[Header("本次使用的落怪点位置组")][ListDrawerSettings][FoldoutGroup("地藏")]
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[SerializeField][ListDrawerSettings][ReadOnly]
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private List<ThrowingPoint> throwingPointGroupUse;
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private Bell myBell;
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private DiZangsHadn myHand;
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// _____ _ _ ____ _
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// / ____| | | | _ \ | |
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// | | __ _| | | |_) | __ _ ___| | __
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// | | / _` | | | _ < / _` |/ __| |/ /
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// | |___| (_| | | | |_) | (_| | (__| <
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// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
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void Start(){
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Init();
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}
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// _ _ _
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// | \ | | | |
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// | \| | ___ _ __ _ __ ___ __ _| |
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// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
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// | |\ | (_) | | | | | | | | (_| | |
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// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
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private void Init(){
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//找到组件和物体
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moneyBox = FindObjectOfType<MoneyBox>();
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player = FindObjectOfType<MyPlayer>();
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myBell = transform.Find("钟").GetComponent<Bell>();
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myHand = transform.Find("手").GetComponent<DiZangsHadn>();
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//告诉钟自己是主人
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myBell.owner = this;
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}
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/// <summary>
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/// 执行一次攻击
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/// </summary>
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private new IEnumerator ATK(){
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//等待攻击间隔
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yield return new WaitForSeconds(timeBetweenAttacks);
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//决定行动
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//如果有钱,则执行拿钱
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if(moneyBox.hasMoney)StartCoroutine(TakeTheMoney());
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else{
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//否则,随机执行召唤或者敲钟
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Action action =
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((Random.Range(-1f,1f) > 0) ? (Action)RingTheBell : (Action)CallAiYuPin);
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StartCoroutine(action());
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}
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}
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/// <summary>
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/// 召唤爱欲品的时候Call这个
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/// </summary>
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private IEnumerator CallAiYuPin(){
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Debug.Log("正在使用:召唤");
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//确定玩家在上半边还是下半边
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PlayerState playerState =
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((player.transform.position.y > aiYuPinBuildLimit) ? PlayerState.上半: PlayerState.下半);
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//根据玩家位置状态确定所用落怪位置组
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throwingPointGroupUse =
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((playerState == PlayerState.上半) ?
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throwingPointGroupUp : throwingPointGroupDown);
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//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
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List<AiYuPin> aiYuPins = new List<AiYuPin>();
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//遍历位置组
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foreach(ThrowingPoint t in throwingPointGroupUse){
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//生成一个爱欲品
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AiYuPin temp =Instantiate(
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aiYuPin,
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t.transform.position,//在位置组中元素的位置
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Quaternion.identity
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).GetComponent<AiYuPin>();
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//初始化爱欲品
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//该状态为wander使其先保持不动
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temp.state = State.wander;
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//修改爱欲品面部朝向
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if(t.dir.x == -1) temp.transform.rotation = Quaternion.Euler(
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temp.transform.rotation.x,
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-180f,
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temp.transform.localScale.z
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);
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//根据投掷点内信息给予爱欲品投掷速度
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temp.GetComponent<Rigidbody2D>().velocity = t.dir * t.strength;
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//把这个爱欲品加入列表
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aiYuPins.Add(temp);
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}
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//一段时间后,使他们开始Seek
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yield return new WaitForSeconds(0.8f);
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foreach(AiYuPin a in aiYuPins){
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a.state = State.seek;
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}
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//等待攻击后摇结束
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yield return new WaitForSeconds(CallAiYuPinEndTime);
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//发送信号,本次攻击宣告结束
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ATKEnd();
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}
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/// <summary>
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/// 敲钟的时候Call这个
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/// </summary>
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private IEnumerator RingTheBell(){
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Debug.Log("正在使用:敲钟");
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yield return new WaitForEndOfFrame();
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myBell.ATK(player);
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}
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/// <summary>
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/// 拿钱的时候Call这个
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/// </summary>
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private IEnumerator TakeTheMoney(){
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yield return new WaitForEndOfFrame();
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Debug.Log("正在使用:拿钱");
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myHand.ATK();
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}
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// ______ _
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// | ____| | |
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// | |____ _____ _ __ | |_
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// | __\ \ / / _ \ '_ \| __|
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// | |___\ V / __/ | | | |_
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// |______\_/ \___|_| |_|\__|
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protected override void OnFindThePlayer(Transform target){
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if(state == State.wander){
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state = State.atk;
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StartCoroutine(ATK());
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}
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}
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/// <summary>
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/// 攻击结束的时候触发,重新开始新一轮攻击
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/// </summary>
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public void ATKEnd(){StartCoroutine(ATK());}
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}
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