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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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