
1.编写以撒逻辑 (1.继承于Enemy (2.编写OnSave(男童)事件,当有男童被解救,会触发以撒的这个事件,后续逻辑等待讨论 (3.具有冲撞和闪电两种攻击方式,通过类似地藏的方式轮回随机决定攻击方式 (4.编写冲撞攻击逻辑 ((*.创建鬼魂脚本 ((*.创建鬼魂预制体,需要内含触发器 ((1.当执行,以玩家为中心向周围一圈固定距离随机方向的某处召唤鬼魂,并记录下此时自身到玩家的方向 ((2.等待一小段时间,令鬼魂以记录方向冲撞出去,利用Tweener动画营造一种先抖一下然后猛地创过来的感觉 ((3.动画结束后,鬼魂逐渐消隐 ((4.消隐结束后,删除游戏物体 ((5.冲撞过程中具有攻击判定,若创到玩家,触发玩家的受击事件,同时获取主人的攻击力传给玩家 (3.编写闪电攻击逻辑 ((1.当执行,在玩家头顶一定距离处生成鬼魂 ((2.淡入显示鬼魂,一小段时间后,命令鬼魂发动落雷攻击 ((3.发动时,激活场景内的巨型落雷,同时更改落雷的x位置到鬼魂的x,子物体具有触发器,(每帧)检测到玩家在内则对玩家造成伤害 ((4.在极短的时间后关闭落雷同时开始淡出鬼魂 ((5.淡出结束后删除游戏物体 2.编写男童逻辑 (1.继承于Interactive (2.编写解救男童逻辑 ((*.修改Interactive基类,新增OnCallCancel事件,当交互键抬起时触发一次 ((*.新增男童状态的枚举类型,包含:wait、saving、OK三个状态 ((*:新增一个变量记录男童状态 ((1.重写OnCall事件,当OnCall,修改状态至saving ((2.Update回调中,若处于saving状态,则开始减少CDLeft,同时判断CDLeft是否耗尽,若耗尽,触发OnSave ((3.编写OnSave函数,修改状态至OK,通知owner自己已经OnSave ((4.重写OnCallCancel事件,当触发,判定状态,若处于saving状态,则修改状态至wait,恢复CDLeft ((*.使得玩家救人的时候无法移动,而当交互键抬起,重新获得移动能力 ((*.修改可交互基类,当玩家交互过程中丢失catching,触发可交互物体的中断,同时告知玩家交互中断,触发中断事件 ((5.解救结束后,通知玩家解救结束 至此,以撒的Boss逻辑还差首尾部分 加速吧
195 lines
7.1 KiB
C#
195 lines
7.1 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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/// 伊斯兰小怪类
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/// </summary>
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public class YiSiLan : Enemy, Boomer.I_CanBeBoomedObj
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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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[FoldoutGroup("其他",false,0)][Header("怪物死后旋转速度的随机区间")]
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public float deadRotationRangeMax;
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[FoldoutGroup("其他",false,0)]
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public float deadRotationRangeMin;
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/// <summary>
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/// 抓到玩家后多长事件触发爆炸
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/// </summary>
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[Header("抓到玩家后多长事件触发爆炸")][FoldoutGroup("伊斯兰")]
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public float boomTime;
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/// <summary>
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/// 被击飞力度的调整值
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/// </summary>
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[Header("被攻击后击飞的力度调整值")][FoldoutGroup("其他",false,0)]
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public Vector2 hitToflyParameter;
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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 Rigidbody2D m_rigidbody;
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/// <summary>
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/// seek函数中的追踪目标
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/// </summary>
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private Transform target;
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/// <summary>
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/// 记录此时玩家是否在爆炸范围内
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/// </summary>
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[Header("记录此时玩家是否在爆炸范围内")][SerializeField][FoldoutGroup("伊斯兰")][ReadOnly]
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private bool canHitPlayer;
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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(){Init();}//初始化
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void FixedUpdate(){if(state == State.seek)Seek();}//seek
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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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//初始化状态为Seek
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state = State.seek;
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//找到必要的组件
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m_rigidbody = GetComponent<Rigidbody2D>();
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target = FindObjectOfType<MyPlayer>().transform;
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}
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/// <summary>
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/// 寻找函数,每Fixed调用
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/// </summary>
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private void Seek(){
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//构造一个方向,1代表向右,-1代表向左
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int dir = (target.position.x - transform.position.x > 0) ? 1:-1;
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//使刚体水平方向上获得速度
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m_rigidbody.velocity = new Vector2(speed * dir,
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m_rigidbody.velocity.y);
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//矫正一下faceDir的问题,使其始终朝向玩家
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transform.rotation = Quaternion.
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Euler
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(transform.rotation.x,
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((dir == 1) ? 0:-180),
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transform.rotation.z);
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}
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/// <summary>
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/// 碰到玩家的时候触发,伊斯兰爆炸的时候Call这个,通过协程触发,因为爆炸有个延时
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/// </summary>
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private void Boom(){
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//
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deadRotationRangeMax *= 3;
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deadRotationRangeMin *= 3;
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hitToflyParameter *= 3;
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state = State.dead;
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OnBeHit(MyPlayer.AtkMethod.反弹炸弹,(target.position.x - transform.position.x > 0) ? 1:-1);
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// //让自己去世
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// OnDead();
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//判定能否攻击到玩家
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if(canHitPlayer){
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FindObjectOfType<MyPlayer>().OnBeHit(ATK,(target.position.x - transform.position.x > 0) ? -1:1);
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// //加一个扭矩,营造死亡的效果
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// m_rigidbody.AddTorque(Random.Range(deadRotationRangeMin,deadRotationRangeMax) *
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// ((target.position.x - transform.position.x > 0) ? -1:1));
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}
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}
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/// <summary>
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/// 被击飞的击飞效果处理
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/// </summary>
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/// <param name="dir">被击方向</param>
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public void BeHitToFly(int dir){
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m_rigidbody.velocity += new Vector2( //给予自身一个
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-1 * dir * hitToflyParameter.x,//X方向为力度系数乘以受击方向
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hitToflyParameter.y//Y方向为力度系数
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//的绝对的速度
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);
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}
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/// <summary>
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/// 协程用,删除自己这个游戏物体
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/// </summary>
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protected void Dead(){Destroy(gameObject);}
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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 OnTouchThePlayer(MyPlayer player){Invoke("Boom",boomTime);}
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protected override void OnDead(){
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//标记当前状态为死亡
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state = State.dead;
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//加一个扭矩,营造死亡的效果
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m_rigidbody.AddTorque(Random.Range(deadRotationRangeMin,deadRotationRangeMax) *
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((target.position.x - transform.position.x > 0) ? -1 : 1));
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//关掉自己的碰撞体
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GetComponent<BoxCollider2D>().enabled = false;
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//两秒后自己毁灭
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Invoke("Dead",2f);
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}
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public override void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){
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//让自己被击飞
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BeHitToFly(hitDir);
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//结算生命值
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HPLeft -= MyPlayer.atkMethodMagnification[hitMethod];
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//看下死了没
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//死了就记录下死亡时候的面部朝向,用来做死亡翻滚效果,然后再Call一下死亡事件
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if(CheckDead()) {OnDead();}
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//被打飞了在着地前都不会挨打了
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canBeHit = false;
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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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//触发器代表炸弹范围,进入说明能炸到,离开说明炸不到了
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protected override void OnTriggerEnter2D(Collider2D other){
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base.OnTriggerEnter2D(other);
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if(other.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
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canHitPlayer = true;
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}
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void OnTriggerExit2D(Collider2D other){
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if(other.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
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canHitPlayer = false;
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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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public void BeBoomed(float atk, int dir, Boomer boomer){
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//需要重写
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OnBeHit(MyPlayer.AtkMethod.反弹炸弹,dir);
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}
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public Transform ObjTransform(){return transform;}
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} |