
1.搭建地藏测试场景 (1.放置单向平台 (2.限制摄像机范围 (3.设置相机跟踪 (4.放置图片素材 2.编写地藏boss逻辑 (1.继承自Enemy(内含基本的变量和事件) (2.当玩家进入戒备范围,startContinue攻击功能 3.创建塞钱箱脚本
94 lines
2.6 KiB
C#
94 lines
2.6 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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/// 塞钱箱
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/// </summary>
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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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/// 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")]
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public float aiYuPinBuildLimit;
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private void Init(){
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moneyBox = FindObjectOfType<MoneyBox>();
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player = FindObjectOfType<MyPlayer>();
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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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void Start(){
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Init();
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}
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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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yield return new WaitForEndOfFrame();
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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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}
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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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yield return new WaitForEndOfFrame();
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Debug.Log("地藏正在敲钟");
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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("地藏正在拿钱");
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}
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}
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