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							- using System.Collections;
 
- using System.Collections.Generic;
 
- using TMPro;
 
- using UnityEngine;
 
- namespace WildAttack
 
- {
 
-     /// <summary>
 
-     /// 敌人类
 
-     /// </summary>
 
-     public class Enemy : MonoBehaviour
 
-     {
 
-         #region Members
 
-         Transform finalPos;
 
-         private Animator enemyAnim;
 
-         private float speed;
 
-         private int score;
 
-         private int hp;
 
-         private int monsterId;
 
-         private int weaponId;
 
-         /// <summary>
 
-         /// 是否到达目的地
 
-         /// </summary>
 
-         private bool arriveTarget;
 
-         private int atk;
 
-         private float attackIntervalTime;
 
-         Transform armorTrans;
 
-         Transform animTrans;
 
-         /// <summary>
 
-         /// 装备
 
-         /// </summary>
 
-         private Stack<GameObject> ArmorStack;
 
-         /// <summary>
 
-         /// 装备破碎动画
 
-         /// </summary>
 
-         private Stack<GameObject> AnimStack;
 
-         /// <summary>
 
-         /// 存放路径点信息list
 
-         /// </summary>
 
-         private List<Vector2> wayList;
 
-         private int nextWayIndex;
 
-         private AudioSource audioSource;
 
-         private int spawnGroupId;
 
-         private Transform HpBarRoot;
 
-         #endregion
 
-         #region Lifecycle
 
-         private void OnEnable()
 
-         {
 
-             finalPos = GameObject.Find("finalPos").transform;
 
-             HpBarRoot = GameObject.Find("HpBarRoot").transform;
 
-             enemyAnim = GetComponent<Animator>();
 
-             arriveTarget = false;
 
-             nextWayIndex = 0;
 
-             wayList = new List<Vector2>();
 
-             audioSource = GetComponent<AudioSource>();
 
-         }
 
-         bool isBorn = true;
 
-         bool isDead = false;
 
-         Vector3 deadPos;
 
-         // Update is called once per frame
 
-         void Update()
 
-         {
 
-             CheckAnimState();
 
-             if (Vector3.Distance(transform.position, finalPos.position) < 15f)
 
-             {
 
-                 GetComponent<Rigidbody>().isKinematic = true;
 
-             }
 
-             // Attack
 
-             // check state
 
-             if (arriveTarget && !isDead && ProcessManager.GetInstance().CurrLevel > 0)
 
-             {
 
-                 enemyAnim.SetBool("run1", false);
 
-                 enemyAnim.SetBool("run2", false);
 
-                 // check distance
 
-                 if (attackIntervalTime > 0)
 
-                 {
 
-                     attackIntervalTime -= Time.deltaTime;
 
-                 }
 
-                 else
 
-                 {
 
-                     PlayAttackAnim();
 
-                     attackIntervalTime = WeaponModule.GetInstance().GetData(weaponId).cd;
 
-                 }
 
-             }
 
-         }
 
-         private void FixedUpdate()
 
-         {
 
-             if (isBorn) return;
 
-             if (isDead) return;
 
-             if (ProcessManager.GetInstance().CurrLevel <= 0) return;
 
-             // change run anim
 
-             if (this.weaponId == 3 && this.hp < 3)
 
-             {
 
-                 enemyAnim.SetBool("run2", true);
 
-             }
 
-             else
 
-             {
 
-                 enemyAnim.SetBool("run1", true);
 
-             }
 
-             // check arrived
 
-             if (nextWayIndex >= wayList.Count)
 
-             {
 
-                 arriveTarget = true;
 
-                 return;
 
-             }
 
-             // check distance
 
-             if (Vector2.Distance(new Vector2(transform.position.x, transform.position.z), wayList[nextWayIndex]) < 1.5f)
 
-             {
 
-                 nextWayIndex++;
 
-             }
 
-             else
 
-             {
 
-                 // 射线检测下个目标点y轴
 
-                 Vector3 target = new Vector3(wayList[nextWayIndex].x, transform.position.y, wayList[nextWayIndex].y);
 
-                 Ray ray = new Ray(new Vector3(wayList[nextWayIndex].x, transform.position.y + 10, wayList[nextWayIndex].y), -transform.up);
 
-                 RaycastHit hitInfo;
 
-                 if (Physics.Raycast(ray, out hitInfo, 100, 1 << LayerMask.NameToLayer("Plane")))
 
-                 {
 
-                     if (hitInfo.collider.gameObject.layer == LayerMask.NameToLayer("Plane"))
 
-                     {
 
-                         target = new Vector3(wayList[nextWayIndex].x, hitInfo.point.y, wayList[nextWayIndex].y);
 
-                     }
 
-                 }
 
-                 // 移动
 
-                 MoveTowards(target);
 
-             }
 
-         }
 
-         bool isJumping = false;
 
-         GameObject jumpTarget;
 
-         /// <summary>
 
-         /// trigger 触发切换行进路线
 
-         /// </summary>
 
-         /// <param name="other"></param>
 
-         private void OnTriggerEnter(Collider other)
 
-         {
 
-             if (other.gameObject.layer != LayerMask.NameToLayer("WayPoint")) return;
 
-             // 触发检测是路径点或跳跃点
 
-             if (other.gameObject.name.Contains("jumpPoint"))
 
-             {
 
-                 // get跳跃目的地
 
-                 string index = other.gameObject.name.Split('_')[1];
 
-                 if (other.gameObject.name.Split('_')[2] == "1")
 
-                 {
 
-                     if (isJumping)
 
-                     {
 
-                         return;
 
-                     }
 
-                     isJumping = true;
 
-                     jumpTarget = GameObject.Find($"jumpPoint_{index}_2");
 
-                     enemyAnim.SetTrigger("jump" + Random.Range(1, 3));
 
-                 }
 
-                 else if (other.gameObject.name.Split('_')[2] == "2")
 
-                 {
 
-                     isJumping = false;
 
-                 }
 
-                 return;
 
-             }
 
-             // 切换路径点
 
-             int nextGroupID = 0;
 
-             for (int i = 0; i < EnemyManager.GetInstance().GetWayPoints().Length; i++)
 
-             {
 
-                 if (Vector3.Distance(other.transform.position, EnemyManager.GetInstance().GetWayPoints()[i].transform.position) < 1f)
 
-                 {
 
-                     nextGroupID = i + 1;
 
-                     break;
 
-                 }
 
-             }
 
-             SetNewWayPoint(nextGroupID);
 
-         }
 
-         #endregion
 
-         #region Functions
 
-         public void Init(int monsterId, int weaponId, int spawnGroupId)
 
-         {
 
-             isBorn = true;
 
-             transform.GetComponentInChildren<SphereCollider>().enabled = false;
 
-             transform.GetComponentInChildren<CapsuleCollider>().enabled = false;
 
-             transform.GetComponent<Rigidbody>().isKinematic = true;
 
-             isDead = false;
 
-             this.monsterId = monsterId;
 
-             hp = this.monsterId;
 
-             this.weaponId = weaponId;
 
-             this.spawnGroupId = spawnGroupId;
 
-             MonsterData monsterData = MonsterModule.GetInstance().GetData(this.monsterId);
 
-             speed = monsterData.speed;
 
-             score = monsterData.num;
 
-             WeaponData weaponData = WeaponModule.GetInstance().GetData(weaponId);
 
-             atk = weaponData.atk;
 
-             attackIntervalTime = 0;
 
-             // spawnGroupId == -1 默认关卡怪
 
-             if (spawnGroupId <= 0)
 
-             {
 
-                 Vector2 pos = GameModule.GetInstance().GetDoubleParams("startMonsterXZ");
 
-                 transform.localPosition = new Vector3(pos.x, 10, pos.y);
 
-                 // raycast get Y
 
-                 Ray ray = new Ray(new Vector3(transform.position.x, 30, transform.position.z), -transform.up);
 
-                 RaycastHit hitInfo;
 
-                 if (Physics.Raycast(ray, out hitInfo, 100, 1 << LayerMask.NameToLayer("Plane")))
 
-                 {
 
-                     if (hitInfo.collider.gameObject.layer == LayerMask.NameToLayer("Plane"))
 
-                     {
 
-                         transform.position = new Vector3(transform.position.x, hitInfo.point.y, transform.position.z);
 
-                     }
 
-                 }
 
-                 transform.LookAt(Camera.main.transform);
 
-                 // 动画
 
-                 enemyAnim.SetBool("flag", true);
 
-             }
 
-             else
 
-             {
 
-                 transform.localPosition = EnemyManager.GetInstance().GetWayPoints()[spawnGroupId - 1].transform.position;
 
-             }
 
-             enemyAnim.SetTrigger("born");
 
-             // 判断血量 上装备
 
-             if (this.hp > 1)
 
-             {
 
-                 ArmorStack = new Stack<GameObject>();
 
-                 armorTrans = transform.Find("ArmorTrans");
 
-                 for (int i = 0; i < this.hp - 1; i++)
 
-                 {
 
-                     GameObject armor = armorTrans.GetChild(i).gameObject;
 
-                     armor.SetActive(true);
 
-                     ArmorStack.Push(armor);
 
-                 }
 
-                 AnimStack = new Stack<GameObject>();
 
-                 animTrans = transform.Find("AnimTrans");
 
-                 for (int i = 0; i < this.hp - 1; i++)
 
-                 {
 
-                     GameObject anim = animTrans.GetChild(i).gameObject;
 
-                     anim.transform.GetComponentInChildren<Animator>().SetBool("dead", false);
 
-                     anim.SetActive(false);
 
-                     //armorTrans.GetChild(i).GetComponent<SkinnedMeshRenderer>().enabled = true;
 
-                     AnimStack.Push(anim);
 
-                 }
 
-             }
 
-         }
 
-         private float voiceTime = 0;
 
-         /// <summary>
 
-         /// 判断动画状态 出生死亡
 
-         /// </summary>
 
-         private void CheckAnimState()
 
-         {
 
-             AnimatorStateInfo animInfo = enemyAnim.GetCurrentAnimatorStateInfo(0);
 
-             if (animInfo.normalizedTime > 0.9f && animInfo.IsName("Born"))
 
-             {
 
-                 isBorn = false;
 
-                 transform.GetComponentInChildren<SphereCollider>().enabled = true;
 
-                 transform.GetComponentInChildren<CapsuleCollider>().enabled = true;
 
-                 transform.GetComponent<Rigidbody>().isKinematic = false;
 
-             }
 
-             if (animInfo.IsName("Dead1") || animInfo.IsName("Dead2"))
 
-             {
 
-                 transform.position = deadPos;
 
-                 if (animInfo.normalizedTime > 0.9f)
 
-                 {
 
-                     ResetEnemy();
 
-                     gameObject.SetActive(false);
 
-                     return;
 
-                 }
 
-                 return;
 
-             }
 
-             else
 
-             {
 
-                 // 初始怪随机时间播放随机嘲讽音效
 
-                 if (voiceTime <= 0 && spawnGroupId <= 0)
 
-                 {
 
-                     audioSource.clip = Resources.Load<AudioClip>($"Voice/Enemy/joke_{Random.Range(1, 5)}");
 
-                     if (UserSettings.ins.openEffect) audioSource.Play();
 
-                     Vector2 voiceSpawn = GameModule.GetInstance().GetDoubleParams("monsterATKVoiceTime");
 
-                     voiceTime = Random.Range(voiceSpawn.x, voiceSpawn.y);
 
-                 }
 
-                 else
 
-                 {
 
-                     voiceTime -= Time.deltaTime;
 
-                 }
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 被击
 
-         /// </summary>
 
-         public void Hitted(int damage, bool isHead)
 
-         {
 
-             if (hp <= 0)
 
-             {
 
-                 return;
 
-             }
 
-             // 掉血
 
-             hp -= damage;
 
-             // 血量判断
 
-             if (hp <= 0)
 
-             {
 
-                 // 是否被箭攻击
 
-                 if (damage == 1)
 
-                 {
 
-                     audioSource.clip = Resources.Load<AudioClip>("Voice/Enemy/Hitted");
 
-                     if (UserSettings.ins.openEffect) audioSource.Play();
 
-                 }
 
-                 Dead();
 
-                 // 气球 运动
 
-                 CreateBalloon(transform.position, isHead);
 
-             }
 
-             else
 
-             {
 
-                 // 拿矛的敌人血量小于3切换奔跑动画
 
-                 if (hp < 3 && this.weaponId == 3)
 
-                 {
 
-                     enemyAnim.SetBool("run1", false);
 
-                     enemyAnim.SetBool("run2", true);
 
-                 }
 
-                 // 被击表现
 
-                 for (int i = 0; i < damage; i++)
 
-                 {
 
-                     if (ArmorStack.Peek())
 
-                     {
 
-                         GameObject armor = ArmorStack.Pop();
 
-                         armor.SetActive(false);
 
-                     }
 
-                 }
 
-                 GameObject anim = null;
 
-                 for (int i = 0; i < damage; i++)
 
-                 {
 
-                     if (AnimStack.Peek())
 
-                     {
 
-                         anim = AnimStack.Pop();
 
-                         StartCoroutine(DestroyArmor(anim));
 
-                     }
 
-                 }
 
-                 // 装备受击音效
 
-                 if (damage == 1)
 
-                 {
 
-                     if (anim != null && UserSettings.ins.openEffect) anim.GetComponent<AudioSource>().Play();
 
-                 }
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 敌人死亡
 
-         /// </summary>
 
-         private void Dead()
 
-         {
 
-             if (!isDead)
 
-             {
 
-                 // 敌人死亡表现
 
-                 deadPos = transform.position;
 
-                 enemyAnim.SetTrigger("dead" + Random.Range(1, 3));
 
-                 transform.GetComponentInChildren<SphereCollider>().enabled = false;
 
-                 transform.GetComponentInChildren<CapsuleCollider>().enabled = false;
 
-                 isDead = true;
 
-                 // 初始怪不加分
 
-                 if (spawnGroupId > 0)
 
-                 {
 
-                     GameMananger.GetInstance().AddScore(score);
 
-                 }
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 掉装备
 
-         /// </summary>
 
-         /// <param name="armor"></param>
 
-         /// <returns></returns>
 
-         IEnumerator DestroyArmor(GameObject armor)
 
-         {
 
-             armor.SetActive(true);
 
-             armor.GetComponentInChildren<Animator>().SetBool("dead", true);
 
-             yield return new WaitForSeconds(1);
 
-             armor.GetComponentInChildren<Animator>().SetBool("dead", false);
 
-             armor.SetActive(false);
 
-         }
 
-         /// <summary>
 
-         /// replace OnDestroy
 
-         /// </summary>
 
-         public void ResetEnemy()
 
-         {
 
-             if (ArmorStack != null && ArmorStack.Count > 0)
 
-             {
 
-                 for (int i = 0; i < armorTrans.childCount; i++)
 
-                 {
 
-                     //armorTrans.GetChild(i).GetComponentInChildren<Animator>().SetBool("dead", false);
 
-                     //armorTrans.GetChild(i).GetComponent<SkinnedMeshRenderer>().enabled = true;
 
-                     armorTrans.GetChild(i).gameObject.SetActive(false);
 
-                 }
 
-                 ArmorStack.Clear();
 
-             }
 
-             if (AnimStack != null && AnimStack.Count > 0)
 
-             {
 
-                 for (int i = 0; i < AnimStack.Count; i++)
 
-                 {
 
-                     if (animTrans.GetChild(i).GetComponentInChildren<Animator>())
 
-                     {
 
-                         animTrans.GetChild(i).GetComponentInChildren<Animator>().SetBool("dead", false);
 
-                     }
 
-                     //armorTrans.GetChild(i).GetComponent<SkinnedMeshRenderer>().enabled = true;
 
-                     animTrans.GetChild(i).gameObject.SetActive(false);
 
-                 }
 
-                 AnimStack.Clear();
 
-             }
 
-             speed = 0;
 
-             //GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezeRotation;
 
-             GetComponent<Rigidbody>().isKinematic = false;
 
-             EnemyManager.GetInstance().enemyList.Remove(this);
 
-             ProcessManager.GetInstance().EnemyDead();
 
-         }
 
-         /// <summary>
 
-         /// 敌人死亡生成气球
 
-         /// </summary>
 
-         /// <param name="pos"></param>
 
-         /// <param name="isHead"></param>
 
-         private void CreateBalloon(Vector3 pos, bool isHead)
 
-         {
 
-             // 爆头非爆头 数量不同
 
-             int num = isHead ? 3 : 2;
 
-             for (int i = 0; i < num; i++)
 
-             {
 
-                 GameObject balloon = BalloonPool.GetInstance().GetRedBalloon();
 
-                 balloon.transform.position = new Vector3(pos.x - i, pos.y + 2, pos.z - i);
 
-                 balloon.SetActive(true);
 
-             }
 
-         }
 
-         private void PlayAttackAnim()
 
-         {
 
-             enemyAnim.SetTrigger($"attack{weaponId}");
 
-         }
 
-         /// <summary>
 
-         /// 攻击逻辑 绑定在animation的Event上
 
-         /// </summary>
 
-         public void Attack()
 
-         {
 
-             if (!GameMananger.GetInstance().isOver)
 
-             {
 
-                 audioSource.clip = Resources.Load<AudioClip>("Voice/Enemy/Attack");
 
-                 if (UserSettings.ins.openEffect) audioSource.Play();
 
-                 GameMananger.GetInstance().SubHp(atk);
 
-                 GameObject flotage = FlotagePool.GetInstance().GetGameObject();
 
-                 flotage.SetActive(true);
 
-                 flotage.GetComponent<Flotage>().Init(Camera.main.WorldToScreenPoint(HpBarRoot.position + Vector3.up * 5), -atk, GameModule.GetInstance().GetRGB("BloodLossRGB"), StringModule.GetInstance().GetData("hpUnit"), FlotageTypeEnum.Fixed);
 
-             }
 
-         }
 
-         private void MoveTowards(Vector3 target)
 
-         {
 
-             if (isJumping && (enemyAnim.GetCurrentAnimatorStateInfo(0).IsName("Jump1") || enemyAnim.GetCurrentAnimatorStateInfo(0).IsName("Jump2")) && enemyAnim.GetCurrentAnimatorStateInfo(0).normalizedTime > 0.2f)
 
-             {
 
-                 // 冰冻魔法触发后跳跃不到目标点 
 
-                 // fixme: 使用配置中的speed
 
-                 transform.position = Vector3.Lerp(transform.position, jumpTarget.transform.position + Vector3.up * 2, MonsterModule.GetInstance().GetData(monsterId).speed / 2 * Time.deltaTime);
 
-                 return;
 
-             }
 
-             transform.LookAt(target);
 
-             transform.position = Vector3.MoveTowards(transform.position, target, Time.deltaTime * speed);
 
-             // 防止倾斜
 
-             transform.rotation = new Quaternion(0, transform.rotation.y, 0, transform.rotation.w);
 
-         }
 
-         /// <summary>
 
-         /// 速度相关
 
-         /// </summary>
 
-         /// <param name="multiple"></param>
 
-         public void SetSpeed(float multiple)
 
-         {
 
-             speed = MonsterModule.GetInstance().GetData(this.monsterId).speed * multiple;
 
-             if (UserSettings.ins.openEffect) transform.Find("Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/body/slow").GetComponentInChildren<ParticleSystem>().Play();
 
-         }
 
-         public void ResetSpeed()
 
-         {
 
-             speed = MonsterModule.GetInstance().GetData(this.monsterId).speed;
 
-             transform.Find("Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/body/slow").GetComponentInChildren<ParticleSystem>().Stop();
 
-         }
 
-         /// <summary>
 
-         /// 切换路径点list 重新随机
 
-         /// </summary>
 
-         /// <param name="nextGroupID"></param>
 
-         public void SetNewWayPoint(int nextGroupID)
 
-         {
 
-             arriveTarget = false;
 
-             nextWayIndex = 0;
 
-             List<WayPointData> wayDataList = WayPointModule.GetInstance().GetDataByGroup(nextGroupID);
 
-             List<int> weight = new List<int>();
 
-             foreach (var item in wayDataList)
 
-             {
 
-                 weight.Add(item.weight);
 
-             }
 
-             wayList = wayDataList[WeightRandomUtils.GetInstance().GetRandomId(weight) - 1].wayPoint;
 
-         }
 
-         #endregion
 
-     }
 
- }
 
 
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