
*.编写黑块逻辑 (*.具有状态in、all、out (1.当被呼出,执行呼出事件 ((1.分type执行“入”的Tween动画 ((2.入动画结束后,修改自身状态至all ((3.等待一定的加载时间后,修改自身状态为out,并开始出动画 ((4.出动画结束后,找到“开幕演出”游戏物体,找到它的Stage并触发 ((5.完成善后工作,将块移回原来的位置 (2.start时,检查场景内是否有其他转场块。若有,删除自己 1.制作转场 (1.触发转移 (2.关闭操作地图 (4.令玩家一直向右移动 (3.呼出黑块 (4.等待、直到黑块进入全覆盖状态 (5.根据字典经行场景转移 (6.黑块内部协程级时结束后,揭开黑幕 (7.揭开动画结束后 (8.找到“开幕演出”游戏物体,找到它的Stage并触发 3.流程化游戏 (1.将各个场景简单连接 4.修改各场景开幕演出,使开幕演出时修改玩家位置至指定位置 5.制作和替换美术素材,增加部分动画 (1.制作地藏石像动画 *优化和修复 1.修复佛教前置关陷阱小怪抽动的问题 2.修复佛教前置关掉怪陷阱下落太慢的问题 建议: 1.给普通关卡和村也加上类似Boos的全局shader,目前从关卡间过度的时候能够看出明显的区别 2.建议给地藏敲钟攻击的灰尘加上渐隐,目前是瞬间消失的,十分违和 3.建议给普通的炸弹也加上拖尾,很酷 4.以撒发怒时变红太快了,消散得也太快了 5.以撒鬼魂的粒子也建议加上淡入和淡出 *.至此,已经基本完成了游戏的流程化,已经能够顺利地连成一条线了,并且可以在关卡失败的时候在当前场景重生 *.接下来就是填充剧情和美化场景,明天应该能把数据库互动做好 下班
280 lines
8.6 KiB
C#
280 lines
8.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using Sirenix.OdinInspector;
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using UnityEngine.Rendering;
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/// <summary>
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/// 以撒类,控制以撒Boss
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/// </summary>
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public class YiSa : 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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/// 攻击用鬼魂的预制体
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/// </summary>
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[Header("攻击用鬼魂的预制体")][FoldoutGroup("预制体")]
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public GameObject goust;
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/// <summary>
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/// 鬼魂攻击玩家时,生成位置离玩家的距离
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/// </summary>
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[Header("鬼魂攻击玩家时,生成位置离玩家的距离")][FoldoutGroup("以撒")]
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public float atkOffsetDistance;
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/// <summary>
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/// 疯狂的鬼魂的攻击间隔时间
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/// </summary>
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[Header("疯狂的鬼魂的攻击间隔时间")][FoldoutGroup("以撒")]
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public float crazyGoustTimeBetweenAttacks;
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/// <summary>
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/// 正常的鬼魂的攻击间隔时间
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/// </summary>
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[Header("正常的鬼魂的攻击间隔时间")][FoldoutGroup("以撒")]
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public float normalGoustTimeBetweenAttacks;
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/// <summary>
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/// 鬼魂的粒子材质
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/// </summary>
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[Header("鬼魂的粒子材质")][FoldoutGroup("材质")]
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public Material GoustMaterial;
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/// <summary>
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/// 屏幕后特效组件
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/// </summary>
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[Header("屏幕后特效组件")] [FoldoutGroup("材质")]
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public Volume volume;
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/// <summary>
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/// 屏幕后特效默认材质
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/// </summary>
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[Header("屏幕后特效默认材质")] [FoldoutGroup("材质")]
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public VolumeProfile volumeProfileDefault;
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/// <summary>
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/// 屏幕后特效狂暴材质
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/// </summary>
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[Header("屏幕后特效狂暴材质")] [FoldoutGroup("材质")]
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public VolumeProfile volumeProfileCrazy;
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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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/// <summary>
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/// 攻击之间的间隔时间
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/// </summary>
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private float timeBetweenAttacks;
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/// <summary>
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/// 返回类型为协程、参数为空的委托类型
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/// </summary>
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private delegate IEnumerator Action();
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private MyPlayer player;
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/// <summary>
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/// 目前是否处于狂暴状态
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/// </summary>
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[Header("目前是否处于狂暴状态")][FoldoutGroup("状态")][ReadOnly]
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private bool isCrazy;
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/// <summary>
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/// 颜色补正,主要在狂暴系统中更改
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/// </summary>
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private Color colorOffset;
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/// <summary>
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/// 震动动画
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/// </summary>
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private Tweener shakeTweener;
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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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//测试用开启
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//InCrazy();
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//StartCoroutine(StartAATK());
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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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//找到必要的物体和组件
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player = FindObjectOfType<MyPlayer>();
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//初始化攻击间隔时间
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timeBetweenAttacks = normalGoustTimeBetweenAttacks;
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//初始化颜色补正
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colorOffset = Color.white;
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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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public IEnumerator StartAATK(){
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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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Action action = DecideAAction();
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//开始行动
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StartCoroutine(action());
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}
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/// <summary>
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/// 决定行动的函数
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/// </summary>
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private Action DecideAAction(){
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Action action;
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///从0、1中随机生成一种
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int r = Random.Range(0,2);
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if(r == 0)
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action = Rush;
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else
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action = Lighting;
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return action;
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}
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private IEnumerator Rush(){
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yield return new WaitForEndOfFrame();
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Debug.Log("以撒使用了冲撞");
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//当以撒使用冲撞时
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//首先构建一个生成位置,以玩家为中心,向随机位置偏移固定距离便是
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Vector3 appearPos = (
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//玩家位置
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player.transform.position +
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//加上定长随机方向偏移量
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new Vector3(
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Random.Range(-1f,1f),Random.Range(-1f,1f),0
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).normalized *
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atkOffsetDistance
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);
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//在该位置生成一个鬼魂
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YiSaGoust t = Instantiate(
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goust,
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appearPos,
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Quaternion.identity
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).GetComponent<YiSaGoust>();
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//给鬼魂以颜色补正
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t.GetComponent<SpriteRenderer>().DOColor(colorOffset,2f);
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//让鬼魂淡出
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//Tweener tweener = t.GetComponent<SpriteRenderer>().DOFade(1,0.5f);
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//记录一下本次攻击的冲撞方向
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Vector2 rushDir = player.transform.position - t.transform.position;
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//告知该鬼魂执行冲撞攻击
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yield return new WaitForSeconds(1f);
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t.RushATK(rushDir);
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//ATKEnd();
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}
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private IEnumerator Lighting(){
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yield return new WaitForEndOfFrame();
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Debug.Log("以撒使用了落雷");
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//在玩家头顶某位置召唤鬼魂
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YiSaGoust t = Instantiate(
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goust,player.transform.position +
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new Vector3(0,2f,0),Quaternion.identity
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).GetComponent<YiSaGoust>();
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//给鬼魂以颜色补正
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t.GetComponent<SpriteRenderer>().DOColor(colorOffset,2f);
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// //0.5秒淡入显示鬼魂
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// Tweener tweener = t.GetComponent<SpriteRenderer>().DOFade(1,0.5f);
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//给玩家一秒的反应时间
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yield return new WaitForSeconds(1f);
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t.LightningATK();
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//ATKEnd();
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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(){
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if(state == State.atk) StartCoroutine(StartAATK());
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}
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/// <summary>
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/// 进入狂暴状态
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/// </summary>
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private void InCrazy(){
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//修改特效粒子为红色
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GoustMaterial.SetColor("Color_",new Color(255,0,0));
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//修改屏幕后特效辉光为红色
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volume.profile = volumeProfileCrazy;
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//修改标记表示开始狂暴
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isCrazy = true;
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//修改攻击间隔时间
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timeBetweenAttacks = crazyGoustTimeBetweenAttacks;
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//修改鬼魂颜色补正
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colorOffset = Color.red;
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//让石像震动
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shakeTweener = transform.DOShakePosition(0.5f,0.1f,50,90,false,false).SetLoops(-1);
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}
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/// <summary>
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/// 脱离狂暴装填
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/// </summary>
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private void OutCrazy(){
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//修改特效粒子为原色
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GoustMaterial.SetColor("Color_",new Color(14,61,255));
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//修改屏幕后特效辉光为红色
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volume.profile = volumeProfileDefault;
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//消除狂暴标记
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isCrazy = false;
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//修改攻击间隔时间
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timeBetweenAttacks = normalGoustTimeBetweenAttacks;
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//修改鬼魂颜色补正
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colorOffset = Color.white;
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//让石像停止震动
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shakeTweener.Kill();
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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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/// <summary>
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/// 当有男童被救的时候从男童触发
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/// </summary>
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public void OnSave(Boy boy){
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//当有男童被救,触发狂暴
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InCrazy();
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}
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public override void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){
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//只有狂暴状态会受击
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if(isCrazy){
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//结算生命值
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HPLeft -= MyPlayer.atkMethodMagnification[hitMethod];
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//解除狂暴
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OutCrazy();
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if(CheckDead()) OnDead();
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}
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}
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public override void OnDead(){
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state = State.dead;
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FindObjectOfType<Transfer>().GetComponent<BoxCollider2D>().enabled = true;
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}
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}
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