
1.编写留言系统 (1.当玩家无Catch的时候,记录长按Y的时间,若时间大于两秒,呼唤UI,触发相应事件 *.编写撰写留言板逻辑 (*.清空操作地图 (1.呼出留言板UI (2.当按下确认键,确认建立一个本地留言板,并初始化该本地留言板,恢复操作地图 (3.将留言板数据传向云端 *.编写留言板逻辑 (1.内含BoardInfo内的信息 (2.继承于可交互物体 (3.当交互,呼出留言板UI,显示内容、UID等信息 (4.当按下返回键,关闭UI *.编写拉取留言板系统 (1.加在开幕演出中,开幕时呼叫sql上的脚本,拉取若干条留言板 (2.在场景内创建留言板,并初始化信息 *.替换和实装美术素材,增加部分动画 1.增加村内上树动画 2.更新村场景,使得玩家可以走到村下 3.制作以撒闪电攻击动画 4.制作以撒冲撞攻击动画 5.制作以撒雕像碎裂动画 6.贴上对话框 7.制作以撒闪电攻击动画 8.制作村民和贵族的待机角色 9.制作特洛伊木马死亡动画 10.制作特洛伊木马的喷射动画 *优化和修复 1.修复佛教前置关掉怪陷阱有时不会触发的问题 2.重做渲染层,避免出现覆盖问题 3.修复玩家会卡在村里桥上的问题 4.解决了屎山代码的warming问题 5.删除了子弹时间,效果太差 建议: 1.给击中添加一些效果,目前还是打击感太弱 2.目前木马死后,灰尘不会消失 *.至此,留言系统全部完成 下班
265 lines
8.7 KiB
C#
265 lines
8.7 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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/// <summary>
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/// 撞钟类,控制地藏头上的钟
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/// </summary>
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public class Bell : MonoBehaviour
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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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/// 攻击前置动作钟上浮多少距离
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/// </summary>
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[Header("攻击前置动作钟上浮多少距离")]
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public float upDistance;
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/// <summary>
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/// 攻击将会持续多长时间
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/// </summary>
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[Header("攻击将会持续多长时间")]
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public float atkTime;
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/// <summary>
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/// 主人,也就是地藏Boss
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/// </summary>
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[HideInInspector]
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public DiZang owner;
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/// <summary>
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/// 钟飞上去将要花费多少时间(降下来也是这个值)
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/// </summary>
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[Header("钟飞上去将要花费多少时间(降下来也是这个值)")]
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public float upTime;
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/// <summary>
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/// 干扰多长时间能造成伤害和击飞?
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/// </summary>
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[Header("干扰多长时间能造成伤害和击飞?")]
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public float annoyingToHitTime;
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[Header("声波Shader")]
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public BellShader bellShader;
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[Header("声波受击粒子")]
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public List<ParticleSystem> particleObjs;
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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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/// 当前正在攻击吗
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/// </summary>
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[SerializeField][Button][ReadOnly][Header("当前正在攻击吗(不包括钟上下过程))")]
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private bool isAtking = false;
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private MyPlayer player;
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/// <summary>
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/// 浮动动画,用来重启浮动动画解决Tween的一些局限性问题
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/// </summary>
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public Tweener floatTweener;
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private float annoyingToHitTimeLeft;
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/// <summary>
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/// 此时是否在干扰玩家
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/// </summary>
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[SerializeField]
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private bool isAnnoyingPlayer;
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/// <summary>
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/// 钟的初始位置
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/// </summary>
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private Vector3 startPositon;
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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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annoyingToHitTimeLeft = annoyingToHitTime;
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startPositon = transform.position;
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//启动浮动动画
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RestartFloat();
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}
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void Update(){
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//如果钟正在攻击
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if(isAtking)
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{
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bellShader.isBell = true;
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for (int i = 0; i < particleObjs.Count; i++)
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{
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StartCoroutine(SetParticleColor(particleObjs[i], 1f, 1f));
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}
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if(!player.isAnnoying){
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player.OnInAnnoying();
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}
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//创建一条从钟射向玩家的射线
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Ray2D ray = new Ray2D(
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(Vector2)transform.position,
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(Vector2)(player.transform.position - transform.position)
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);
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Debug.DrawRay(ray.origin,ray.direction * 1500,Color.red);
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//获取射线的碰撞结果
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RaycastHit2D hit2D;
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hit2D = Physics2D.Raycast(ray.origin,ray.direction);
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if(hit2D){
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Debug.Log(hit2D.collider.name);
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}
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//如果射线击中玩家并且玩家未处于被攻击状态,说明刚被击中,触发玩家的被干扰事件
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if(hit2D.collider.TryGetComponent<MyPlayer>(out MyPlayer trash) ){
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// player.OnInAnnoying();
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isAnnoyingPlayer = true;
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}
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//如果没有击中玩家,但是玩家处于被攻击状态,说明玩家脱离了攻击,触发玩家解除干扰事件
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else if(!hit2D.collider.TryGetComponent<MyPlayer>(out MyPlayer trash1)){
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//player.OnOutAnnoying();
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isAnnoyingPlayer = false;
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annoyingToHitTimeLeft = annoyingToHitTime;
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}
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}
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if(isAnnoyingPlayer){
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annoyingToHitTimeLeft -= Time.deltaTime;
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if(annoyingToHitTimeLeft <= 0){
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//告诉玩家,你被攻击了
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player.OnBeHit(owner.ATK,
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((transform.position.x -
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player.transform.position.x)
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> 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
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//恢复CD
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annoyingToHitTimeLeft = annoyingToHitTime;
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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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// | |\ | (_) | | | | | | | | (_| | |
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// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
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/// <summary>
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/// 介于Tweener的特性,经常需要重新创建钟浮动的动画
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/// </summary>
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private void RestartFloat(){
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if(floatTweener != null){
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floatTweener.Kill();
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}
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Tweener tweener = transform.DOShakePosition(5f,0.3f,1,90,false,false);
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tweener.SetLoops(-1);
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tweener.SetEase(Ease.InQuad);
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floatTweener = tweener;
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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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/// 从主人那里得到攻击指令后触发
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/// </summary>
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public void ATK(MyPlayer player){
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//指定一下攻击目标
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this.player = player;
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//创建和执行上浮动画
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Tweener tweener = transform.DOLocalMoveY(
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transform.position.y + upDistance,
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upTime
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);
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//创建并加入上浮动画结束事件
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TweenCallback action = () => {
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//标记自己开始攻击
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isAtking = true;
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//重启浮动动画
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RestartFloat();
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//等待攻击结束
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StartCoroutine(WaitAndTurnDownThebutton());
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};
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tweener.OnComplete(action);
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}
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/// <summary>
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/// 上浮动画结束的时候触发
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/// </summary>
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/// <returns></returns>
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private IEnumerator WaitAndTurnDownThebutton(){
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//等待攻击时长结束
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yield return new WaitForSeconds(atkTime);
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//标记攻击结束
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isAtking = false;
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//触发自身攻击结束功能
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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
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/// </summary>
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private void ATKEnd()
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{
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bellShader.isBell = false;
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bellShader.Remake = true;
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for (int i = 0; i < particleObjs.Count; i++)
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{
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StartCoroutine(SetParticleColor(particleObjs[i], 0, 1f));
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}
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//如果玩家仍处于被干扰状态,解除干扰
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if(player.isAnnoying) player.OnOutAnnoying();
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annoyingToHitTimeLeft = annoyingToHitTime;
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isAnnoyingPlayer = false;
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//创建动画让钟回去
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Tweener tweener =
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//transform.DOMoveY(transform.position.y - upDistance,upTime);
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transform.DOMove(startPositon,upTime);
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//创建和添加结束事件
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TweenCallback action = () => {
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//重启浮动动画
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RestartFloat();
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//告诉主人,攻击结束,开始下一个轮回
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owner.ATKEnd();
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};
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tweener.OnComplete(action);
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}
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//修改粒子,使粒子淡出
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private IEnumerator SetParticleColor(ParticleSystem particleSystem,float endValue,float speed)
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{
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Color color = particleSystem.main.startColor.color;
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if (color.a > endValue)
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{
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while (particleSystem.main.startColor.color.a>endValue)
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{
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yield return new WaitForSeconds(0.1f);
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color.a -= 0.1f;
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//解决warming
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#pragma warning disable 0618
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particleSystem.startColor = color;
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}
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}
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else
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{
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while (particleSystem.main.startColor.color.a<endValue)
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{
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yield return new WaitForSeconds(0.1f);
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color.a += 0.1f;
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//解决warming
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#pragma warning disable 0618
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particleSystem.startColor = color;
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}
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}
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}
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}
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