Roman ca9a746b76 任务:搭建基本的系统
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
2021-12-17 01:27:10 +08:00

209 lines
7.3 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;
/// <summary>
/// 地藏Boss类继承于Enemy
/// </summary>
public class DiZang : Enemy
{
// _____ _ _ _
// | __ \ | | | (_)
// | |__) | _| |__ | |_ ___
// | ___/ | | | '_ \| | |/ __|
// | | | |_| | |_) | | | (__
// |_| \__,_|_.__/|_|_|\___|
/// <summary>
/// 攻击之间的间隔时间
/// </summary>
[Header("攻击之间的间隔时间")][FoldoutGroup("地藏")]
public float timeBetweenAttacks;
/// <summary>
/// 到底在上面还是下面生成爱欲品的玩家位置Y轴的界限
/// </summary>
[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")][FoldoutGroup("地藏")]
public float aiYuPinBuildLimit;
[Header("爱欲品怪物预制体")][FoldoutGroup("地藏")]
public GameObject aiYuPin;
/// <summary>
/// 场景上方的落怪点组,用来召唤爱欲品
/// </summary>
[Header("场景上方的落怪点组")][ListDrawerSettings][FoldoutGroup("地藏")]
public List<ThrowingPoint> throwingPointGroupUp;
/// <summary>
/// 场景下方的落怪点组,用来召唤爱欲品
/// </summary>
[Header("场景下方的落怪点组")][ListDrawerSettings][FoldoutGroup("地藏")]
public List<ThrowingPoint> throwingPointGroupDown;
/// <summary>
/// 使用召唤爱欲品后有多少时间的后摇
/// </summary>
[Header("使用召唤爱欲品后有多少时间的后摇")][FoldoutGroup("地藏")]
public float CallAiYuPinEndTime;
// _____ _ _
// | __ \ (_) | |
// | |__) | __ ___ ____ _| |_ ___
// | ___/ '__| \ \ / / _` | __/ _ \
// | | | | | |\ V / (_| | || __/
// |_| |_| |_| \_/ \__,_|\__\___|
private MoneyBox moneyBox;
private delegate IEnumerator Action();
private enum PlayerState{,};
private MyPlayer player;
/// <summary>
/// 本次使用的落怪点位置组
/// </summary>
[Header("本次使用的落怪点位置组")][ListDrawerSettings][FoldoutGroup("地藏")]
[SerializeField][ListDrawerSettings][ReadOnly]
private List<ThrowingPoint> throwingPointGroupUse;
private Bell myBell;
private DiZangsHadn myHand;
public VibrationManager vibrationManager;
/// <summary>
/// 现在正在敲钟攻击吗?(包括上下浮)
/// </summary>
public bool inBell = false;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
// | | __ _| | | |_) | __ _ ___| | __
// | | / _` | | | _ < / _` |/ __| |/ /
// | |___| (_| | | | |_) | (_| | (__| <
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
void Start(){
Init();
}
// _ _ _
// | \ | | | |
// | \| | ___ _ __ _ __ ___ __ _| |
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
// | |\ | (_) | | | | | | | | (_| | |
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
private void Init(){
//找到组件和物体
moneyBox = FindObjectOfType<MoneyBox>();
player = FindObjectOfType<MyPlayer>();
myBell = transform.Find("钟").GetComponent<Bell>();
myHand = transform.Find("手").GetComponent<DiZangsHadn>();
vibrationManager = FindObjectOfType<VibrationManager>();
//告诉钟自己是主人
myBell.owner = this;
}
/// <summary>
/// 执行一次攻击
/// </summary>
private new IEnumerator ATK(){
//等待攻击间隔
yield return new WaitForSeconds(timeBetweenAttacks);
//决定行动
//如果有钱,则执行拿钱
if(moneyBox.hasMoney)StartCoroutine(TakeTheMoney());
else{
//否则,随机执行召唤或者敲钟
Action action =
((Random.Range(-1f,1f) > 0) ? (Action)RingTheBell : (Action)CallAiYuPin);
StartCoroutine(action());
}
// //
// yield return new WaitForEndOfFrame();
// StartCoroutine(RingTheBell());
// //
}
/// <summary>
/// 召唤爱欲品的时候Call这个
/// </summary>
private IEnumerator CallAiYuPin(){
Debug.Log("正在使用:召唤");
//确定玩家在上半边还是下半边
PlayerState playerState =
((player.transform.position.y > aiYuPinBuildLimit) ? PlayerState.: PlayerState.);
//根据玩家位置状态确定所用落怪位置组
throwingPointGroupUse =
((playerState == PlayerState.) ?
throwingPointGroupUp : throwingPointGroupDown);
//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
List<AiYuPin> aiYuPins = new List<AiYuPin>();
//遍历位置组
foreach(ThrowingPoint t in throwingPointGroupUse){
//生成一个爱欲品
AiYuPin temp =Instantiate(
aiYuPin,
t.transform.position,//在位置组中元素的位置
Quaternion.identity
).GetComponent<AiYuPin>();
//初始化爱欲品
//该状态为wander使其先保持不动
temp.state = State.wander;
//修改爱欲品面部朝向
if(t.dir.x == -1) temp.transform.rotation = Quaternion.Euler(
temp.transform.rotation.x,
-180f,
temp.transform.localScale.z
);
//根据投掷点内信息给予爱欲品投掷速度
temp.GetComponent<Rigidbody2D>().velocity = t.dir * t.strength;
//把这个爱欲品加入列表
aiYuPins.Add(temp);
}
//一段时间后使他们开始Seek
yield return new WaitForSeconds(0.8f);
foreach(AiYuPin a in aiYuPins){
a.state = State.seek;
}
//等待攻击后摇结束
yield return new WaitForSeconds(CallAiYuPinEndTime);
//发送信号,本次攻击宣告结束
ATKEnd();
}
/// <summary>
/// 敲钟的时候Call这个
/// </summary>
private IEnumerator RingTheBell(){
Debug.Log("正在使用:敲钟");
inBell = true;
StartCoroutine(vibrationManager.ShakePad(0.5f,0.2f,6f,VibrationManager.PadShakeitem.));
yield return new WaitForEndOfFrame();
myBell.ATK(player);
//开始震动屏幕
vibrationManager.BellShakeScream();
}
/// <summary>
/// 拿钱的时候Call这个
/// </summary>
private IEnumerator TakeTheMoney(){
yield return new WaitForEndOfFrame();
Debug.Log("正在使用:拿钱");
myHand.ATK();
}
// ______ _
// | ____| | |
// | |____ _____ _ __ | |_
// | __\ \ / / _ \ '_ \| __|
// | |___\ V / __/ | | | |_
// |______\_/ \___|_| |_|\__|
protected override void OnFindThePlayer(Transform target){
if(state == State.wander){
state = State.atk;
StartCoroutine(ATK());
}
}
/// <summary>
/// 攻击结束的时候触发,重新开始新一轮攻击
/// </summary>
public void ATKEnd(){StartCoroutine(ATK());inBell = false;}
}