
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,目前为空,仅调试用 4.编写召唤攻击逻辑 (1.编写工具类,投掷点,记录投掷力度、方向。 (2.在地藏中保存两套投掷点 (3.攻击时判定玩家位置,进而决定要使用哪一套投掷点 (4.从投掷点获取信息,然后初始化生成的爱欲品 (5.等待召唤攻击的后摇时间,然后发信号表示攻击结束,进入下一个循环 至此,佛教Boss的召唤攻击方式基本开发完毕
157 lines
5.2 KiB
C#
157 lines
5.2 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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/// <summary>
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/// 爱欲品小怪的预制体,召唤功能会用到
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/// </summary>
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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,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,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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/// 本次使用的落怪点位置组
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/// </summary>
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private List<ThrowingPoint> throwingPointGroupUse;
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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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public float CallAiYuPinEndTime;
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private delegate void NullAction();
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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,0f) > 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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//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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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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private void ATKEnd(){StartCoroutine(ATK());}
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}
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