
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
219 lines
7.2 KiB
C#
219 lines
7.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using 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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// _____ _ _
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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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private 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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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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//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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}
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