
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
213 lines
7.7 KiB
C#
213 lines
7.7 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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/// 地藏的手组件
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/// </summary>
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public class DiZangsHadn : 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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[HideInInspector]
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public DiZang owner;
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/// <summary>
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/// 手下落到目标点后会停留多长时间
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/// </summary>
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public float TakeMoneyTime;
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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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/// 手拿钱移动到的目标点位
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/// </summary>
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private Transform target;
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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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/// <summary>
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/// 手在屏幕外的起点
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/// </summary>
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private Vector3 start;
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/// <summary>
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/// 此时是否可被攻击
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/// </summary>
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[Header("此时能否被攻击")][SerializeField]
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private bool canBeHit = false;
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/// <summary>
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/// 是否被玩家的攻击打断了?
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/// </summary>
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[Header("此时是否被打断")][SerializeField]
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private bool wasInteruput;
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private VibrationManager vibrationManager;
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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();}
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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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//找到需要的物体和组件
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owner = FindObjectOfType<DiZang>();
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target = owner.transform.Find("手的终点位置");
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start = transform.position;
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vibrationManager = FindObjectOfType<VibrationManager>();
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}
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/// <summary>
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/// 主人发命令拿钱时触发
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/// </summary>
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public void ATK(){
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//创建、播放并记录一个抖动动画
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Tweener floatTweener = transform.DOShakePosition(2f,0.05f,50,90,false,false);
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this.floatTweener = floatTweener;
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//创建、播放并记录一个下移动画
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Tweener tweener = transform.DOMoveY(
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target.position.y,
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2f
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);
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//震动手柄和屏幕
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vibrationManager.ShakeScream(Vector2.up,1f);
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StartCoroutine(vibrationManager.ShakePad(0.4f,0.2f,2f,VibrationManager.PadShakeitem.伸手拿钱));
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//创建并给予下移动画结束事件
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TweenCallback action = () =>{
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//下移结束,标记为可被攻击
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canBeHit = true;
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//删掉正在播放的抖动动画
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floatTweener.Kill();
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//拿走钱
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FindObjectOfType<MoneyBox>().OnBeTakeMoney();
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//开始协程,等待拿钱时间结束后上移回去手
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Invoke("TakeMoneyAndRun",TakeMoneyTime);
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};
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tweener.OnComplete(action);
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}
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/// <summary>
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/// 手到塞钱箱后触发,执行等待和返回操作
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/// </summary>
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private void TakeMoneyAndRun(){
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//如果没有被打断,才会执行正常的上移
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if(!wasInteruput){
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//创建、播放并记录一个抖动动画
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Tweener floatTweener = transform.DOShakePosition(2f,0.05f,50,90,false,false);
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this.floatTweener = floatTweener;
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//创建、播放并记录一个上移动画
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Tweener tweener = transform.DOMoveY(
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start.y,
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2f
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);
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//创建并给予下移动画结束事件
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TweenCallback action = () =>{
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//为下一次下移做准备,标记自身不可再被击中
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canBeHit = false;
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//删掉抖动动画
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floatTweener.Kill();
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//通知主人,攻击结束
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owner.ATKEnd();
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//重置一下自己的状态
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transform.position = start;
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GetComponent<Rigidbody2D>().velocity = Vector2.zero;
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};
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tweener.OnComplete(action);
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//震动手柄和屏幕
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vibrationManager.ShakeScream(Vector2.up,1f);
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StartCoroutine(vibrationManager.ShakePad(0.4f,0.2f,2f,VibrationManager.PadShakeitem.伸手拿钱));
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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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// | |___\ V / __/ | | | |_
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// |______\_/ \___|_| |_|\__|
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/// <summary>
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/// 当创到玩家触发,触发玩家的被击功能
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/// </summary>
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private void OnTouchThePlayer(MyPlayer player){
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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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}
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/// <summary>
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/// 当手被攻击触发
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/// </summary>
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public void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){
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//标记此时被打断
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wasInteruput = true;
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CancelInvoke("TakeMoneyAndRun");
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//突然抬起一段,伴随着剧烈的震动
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//创建、播放并记录一个抖动动画
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Tweener floatTweener = transform.DOShakePosition(0.5f,0.5f,50,90,false,false);
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this.floatTweener = floatTweener;
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//创建一个猛烈上移动画
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Tweener tweener = transform.DOMoveY(
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transform.position.y + 2f,
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0.5f
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);
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//给猛烈上移动画添加结束事件
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TweenCallback action = () =>{
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floatTweener.Kill();
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canBeHit = false;
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wasInteruput = false;
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Invoke("TakeMoneyAndRun",TakeMoneyTime);
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};
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tweener.OnComplete(action);
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//结算生命值
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owner.HPLeft -= MyPlayer.atkMethodMagnification[hitMethod];
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//看下死了没
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if(owner.CheckDead()) {}
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//震动手柄和屏幕
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vibrationManager.ShakeScream(Vector2.up,1f);
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StartCoroutine(vibrationManager.ShakePad(0.4f,0.2f,0.2f,VibrationManager.PadShakeitem.伸手拿钱));
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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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protected void OnCollisionEnter2D(Collision2D other)//当有物体碰上
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{
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if(other.collider.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
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{OnTouchThePlayer(player);}//如果创到的是玩家,则Call事件
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//如果被镰刀创到,Call一下OnBeHit事件,传入攻击方式和攻击来袭方向
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else if(other.collider.gameObject.TryGetComponent<Sickle>(out Sickle sickle)){
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if(canBeHit)
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OnBeHit(MyPlayer.AtkMethod.镰刀,
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(transform.position.x - sickle.transform.position.x > 0) ? -1 : 1);
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Destroy(sickle.gameObject);}
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}
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}
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