Enemy.cs 19 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using TMPro;
  4. using UnityEngine;
  5. namespace WildAttack
  6. {
  7. /// <summary>
  8. /// 敌人类
  9. /// </summary>
  10. public class Enemy : MonoBehaviour
  11. {
  12. #region Members
  13. Transform finalPos;
  14. private Animator enemyAnim;
  15. private float speed;
  16. private int score;
  17. private int hp;
  18. private int monsterId;
  19. private int weaponId;
  20. /// <summary>
  21. /// 是否到达目的地
  22. /// </summary>
  23. private bool arriveTarget;
  24. private int atk;
  25. private float attackIntervalTime;
  26. Transform armorTrans;
  27. Transform animTrans;
  28. /// <summary>
  29. /// 装备
  30. /// </summary>
  31. private Stack<GameObject> ArmorStack;
  32. /// <summary>
  33. /// 装备破碎动画
  34. /// </summary>
  35. private Stack<GameObject> AnimStack;
  36. /// <summary>
  37. /// 存放路径点信息list
  38. /// </summary>
  39. private List<Vector2> wayList;
  40. private int nextWayIndex;
  41. private AudioSource audioSource;
  42. private int spawnGroupId;
  43. private Transform HpBarRoot;
  44. #endregion
  45. #region Lifecycle
  46. private void OnEnable()
  47. {
  48. finalPos = GameObject.Find("finalPos").transform;
  49. HpBarRoot = GameObject.Find("HpBarRoot").transform;
  50. enemyAnim = GetComponent<Animator>();
  51. arriveTarget = false;
  52. nextWayIndex = 0;
  53. wayList = new List<Vector2>();
  54. audioSource = GetComponent<AudioSource>();
  55. }
  56. bool isBorn = true;
  57. bool isDead = false;
  58. Vector3 deadPos;
  59. // Update is called once per frame
  60. void Update()
  61. {
  62. CheckAnimState();
  63. if (Vector3.Distance(transform.position, finalPos.position) < 15f)
  64. {
  65. GetComponent<Rigidbody>().isKinematic = true;
  66. }
  67. // Attack
  68. // check state
  69. if (arriveTarget && !isDead && ProcessManager.GetInstance().CurrLevel > 0)
  70. {
  71. enemyAnim.SetBool("run1", false);
  72. enemyAnim.SetBool("run2", false);
  73. // check distance
  74. if (attackIntervalTime > 0)
  75. {
  76. attackIntervalTime -= Time.deltaTime;
  77. }
  78. else
  79. {
  80. PlayAttackAnim();
  81. attackIntervalTime = WeaponModule.GetInstance().GetData(weaponId).cd;
  82. }
  83. }
  84. }
  85. private void FixedUpdate()
  86. {
  87. if (isBorn) return;
  88. if (isDead) return;
  89. if (ProcessManager.GetInstance().CurrLevel <= 0) return;
  90. // change run anim
  91. if (this.weaponId == 3 && this.hp < 3)
  92. {
  93. enemyAnim.SetBool("run2", true);
  94. }
  95. else
  96. {
  97. enemyAnim.SetBool("run1", true);
  98. }
  99. // check arrived
  100. if (nextWayIndex >= wayList.Count)
  101. {
  102. arriveTarget = true;
  103. return;
  104. }
  105. // check distance
  106. if (Vector2.Distance(new Vector2(transform.position.x, transform.position.z), wayList[nextWayIndex]) < 1.5f)
  107. {
  108. nextWayIndex++;
  109. }
  110. else
  111. {
  112. // 射线检测下个目标点y轴
  113. Vector3 target = new Vector3(wayList[nextWayIndex].x, transform.position.y, wayList[nextWayIndex].y);
  114. Ray ray = new Ray(new Vector3(wayList[nextWayIndex].x, transform.position.y + 10, wayList[nextWayIndex].y), -transform.up);
  115. RaycastHit hitInfo;
  116. if (Physics.Raycast(ray, out hitInfo, 100, 1 << LayerMask.NameToLayer("Plane")))
  117. {
  118. if (hitInfo.collider.gameObject.layer == LayerMask.NameToLayer("Plane"))
  119. {
  120. target = new Vector3(wayList[nextWayIndex].x, hitInfo.point.y, wayList[nextWayIndex].y);
  121. }
  122. }
  123. // 移动
  124. MoveTowards(target);
  125. }
  126. }
  127. bool isJumping = false;
  128. GameObject jumpTarget;
  129. /// <summary>
  130. /// trigger 触发切换行进路线
  131. /// </summary>
  132. /// <param name="other"></param>
  133. private void OnTriggerEnter(Collider other)
  134. {
  135. if (other.gameObject.layer != LayerMask.NameToLayer("WayPoint")) return;
  136. // 触发检测是路径点或跳跃点
  137. if (other.gameObject.name.Contains("jumpPoint"))
  138. {
  139. // get跳跃目的地
  140. string index = other.gameObject.name.Split('_')[1];
  141. if (other.gameObject.name.Split('_')[2] == "1")
  142. {
  143. if (isJumping)
  144. {
  145. return;
  146. }
  147. isJumping = true;
  148. jumpTarget = GameObject.Find($"jumpPoint_{index}_2");
  149. enemyAnim.SetTrigger("jump" + Random.Range(1, 3));
  150. }
  151. else if (other.gameObject.name.Split('_')[2] == "2")
  152. {
  153. isJumping = false;
  154. }
  155. return;
  156. }
  157. // 切换路径点
  158. int nextGroupID = 0;
  159. for (int i = 0; i < EnemyManager.GetInstance().GetWayPoints().Length; i++)
  160. {
  161. if (Vector3.Distance(other.transform.position, EnemyManager.GetInstance().GetWayPoints()[i].transform.position) < 1f)
  162. {
  163. nextGroupID = i + 1;
  164. break;
  165. }
  166. }
  167. SetNewWayPoint(nextGroupID);
  168. }
  169. #endregion
  170. #region Functions
  171. public void Init(int monsterId, int weaponId, int spawnGroupId)
  172. {
  173. isBorn = true;
  174. transform.GetComponentInChildren<SphereCollider>().enabled = false;
  175. transform.GetComponentInChildren<CapsuleCollider>().enabled = false;
  176. transform.GetComponent<Rigidbody>().isKinematic = true;
  177. isDead = false;
  178. this.monsterId = monsterId;
  179. hp = this.monsterId;
  180. this.weaponId = weaponId;
  181. this.spawnGroupId = spawnGroupId;
  182. MonsterData monsterData = MonsterModule.GetInstance().GetData(this.monsterId);
  183. speed = monsterData.speed;
  184. score = monsterData.num;
  185. WeaponData weaponData = WeaponModule.GetInstance().GetData(weaponId);
  186. atk = weaponData.atk;
  187. attackIntervalTime = 0;
  188. // spawnGroupId == -1 默认关卡怪
  189. if (spawnGroupId <= 0)
  190. {
  191. Vector2 pos = GameModule.GetInstance().GetDoubleParams("startMonsterXZ");
  192. transform.localPosition = new Vector3(pos.x, 10, pos.y);
  193. // raycast get Y
  194. Ray ray = new Ray(new Vector3(transform.position.x, 30, transform.position.z), -transform.up);
  195. RaycastHit hitInfo;
  196. if (Physics.Raycast(ray, out hitInfo, 100, 1 << LayerMask.NameToLayer("Plane")))
  197. {
  198. if (hitInfo.collider.gameObject.layer == LayerMask.NameToLayer("Plane"))
  199. {
  200. transform.position = new Vector3(transform.position.x, hitInfo.point.y, transform.position.z);
  201. }
  202. }
  203. transform.LookAt(Camera.main.transform);
  204. // 动画
  205. enemyAnim.SetBool("flag", true);
  206. }
  207. else
  208. {
  209. transform.localPosition = EnemyManager.GetInstance().GetWayPoints()[spawnGroupId - 1].transform.position;
  210. }
  211. enemyAnim.SetTrigger("born");
  212. // 判断血量 上装备
  213. if (this.hp > 1)
  214. {
  215. ArmorStack = new Stack<GameObject>();
  216. armorTrans = transform.Find("ArmorTrans");
  217. for (int i = 0; i < this.hp - 1; i++)
  218. {
  219. GameObject armor = armorTrans.GetChild(i).gameObject;
  220. armor.SetActive(true);
  221. ArmorStack.Push(armor);
  222. }
  223. AnimStack = new Stack<GameObject>();
  224. animTrans = transform.Find("AnimTrans");
  225. for (int i = 0; i < this.hp - 1; i++)
  226. {
  227. GameObject anim = animTrans.GetChild(i).gameObject;
  228. anim.transform.GetComponentInChildren<Animator>().SetBool("dead", false);
  229. anim.SetActive(false);
  230. //armorTrans.GetChild(i).GetComponent<SkinnedMeshRenderer>().enabled = true;
  231. AnimStack.Push(anim);
  232. }
  233. }
  234. }
  235. private float voiceTime = 0;
  236. /// <summary>
  237. /// 判断动画状态 出生死亡
  238. /// </summary>
  239. private void CheckAnimState()
  240. {
  241. AnimatorStateInfo animInfo = enemyAnim.GetCurrentAnimatorStateInfo(0);
  242. if (animInfo.normalizedTime > 0.9f && animInfo.IsName("Born"))
  243. {
  244. isBorn = false;
  245. transform.GetComponentInChildren<SphereCollider>().enabled = true;
  246. transform.GetComponentInChildren<CapsuleCollider>().enabled = true;
  247. transform.GetComponent<Rigidbody>().isKinematic = false;
  248. }
  249. if (animInfo.IsName("Dead1") || animInfo.IsName("Dead2"))
  250. {
  251. transform.position = deadPos;
  252. if (animInfo.normalizedTime > 0.9f)
  253. {
  254. ResetEnemy();
  255. gameObject.SetActive(false);
  256. return;
  257. }
  258. return;
  259. }
  260. else
  261. {
  262. // 初始怪随机时间播放随机嘲讽音效
  263. if (voiceTime <= 0 && spawnGroupId <= 0)
  264. {
  265. audioSource.clip = Resources.Load<AudioClip>($"Voice/Enemy/joke_{Random.Range(1, 5)}");
  266. if (UserSettings.ins.openEffect) audioSource.Play();
  267. Vector2 voiceSpawn = GameModule.GetInstance().GetDoubleParams("monsterATKVoiceTime");
  268. voiceTime = Random.Range(voiceSpawn.x, voiceSpawn.y);
  269. }
  270. else
  271. {
  272. voiceTime -= Time.deltaTime;
  273. }
  274. }
  275. }
  276. /// <summary>
  277. /// 被击
  278. /// </summary>
  279. public void Hitted(int damage, bool isHead)
  280. {
  281. if (hp <= 0)
  282. {
  283. return;
  284. }
  285. // 掉血
  286. hp -= damage;
  287. // 血量判断
  288. if (hp <= 0)
  289. {
  290. // 是否被箭攻击
  291. if (damage == 1)
  292. {
  293. audioSource.clip = Resources.Load<AudioClip>("Voice/Enemy/Hitted");
  294. if (UserSettings.ins.openEffect) audioSource.Play();
  295. }
  296. Dead();
  297. // 气球 运动
  298. CreateBalloon(transform.position, isHead);
  299. }
  300. else
  301. {
  302. // 拿矛的敌人血量小于3切换奔跑动画
  303. if (hp < 3 && this.weaponId == 3)
  304. {
  305. enemyAnim.SetBool("run1", false);
  306. enemyAnim.SetBool("run2", true);
  307. }
  308. // 被击表现
  309. for (int i = 0; i < damage; i++)
  310. {
  311. if (ArmorStack.Peek())
  312. {
  313. GameObject armor = ArmorStack.Pop();
  314. armor.SetActive(false);
  315. }
  316. }
  317. GameObject anim = null;
  318. for (int i = 0; i < damage; i++)
  319. {
  320. if (AnimStack.Peek())
  321. {
  322. anim = AnimStack.Pop();
  323. StartCoroutine(DestroyArmor(anim));
  324. }
  325. }
  326. // 装备受击音效
  327. if (damage == 1)
  328. {
  329. if (anim != null && UserSettings.ins.openEffect) anim.GetComponent<AudioSource>().Play();
  330. }
  331. }
  332. }
  333. /// <summary>
  334. /// 敌人死亡
  335. /// </summary>
  336. private void Dead()
  337. {
  338. if (!isDead)
  339. {
  340. // 敌人死亡表现
  341. deadPos = transform.position;
  342. enemyAnim.SetTrigger("dead" + Random.Range(1, 3));
  343. transform.GetComponentInChildren<SphereCollider>().enabled = false;
  344. transform.GetComponentInChildren<CapsuleCollider>().enabled = false;
  345. isDead = true;
  346. // 初始怪不加分
  347. if (spawnGroupId > 0)
  348. {
  349. GameMananger.GetInstance().AddScore(score);
  350. }
  351. }
  352. }
  353. /// <summary>
  354. /// 掉装备
  355. /// </summary>
  356. /// <param name="armor"></param>
  357. /// <returns></returns>
  358. IEnumerator DestroyArmor(GameObject armor)
  359. {
  360. armor.SetActive(true);
  361. armor.GetComponentInChildren<Animator>().SetBool("dead", true);
  362. yield return new WaitForSeconds(1);
  363. armor.GetComponentInChildren<Animator>().SetBool("dead", false);
  364. armor.SetActive(false);
  365. }
  366. /// <summary>
  367. /// replace OnDestroy
  368. /// </summary>
  369. public void ResetEnemy()
  370. {
  371. if (ArmorStack != null && ArmorStack.Count > 0)
  372. {
  373. for (int i = 0; i < armorTrans.childCount; i++)
  374. {
  375. //armorTrans.GetChild(i).GetComponentInChildren<Animator>().SetBool("dead", false);
  376. //armorTrans.GetChild(i).GetComponent<SkinnedMeshRenderer>().enabled = true;
  377. armorTrans.GetChild(i).gameObject.SetActive(false);
  378. }
  379. ArmorStack.Clear();
  380. }
  381. if (AnimStack != null && AnimStack.Count > 0)
  382. {
  383. for (int i = 0; i < AnimStack.Count; i++)
  384. {
  385. if (animTrans.GetChild(i).GetComponentInChildren<Animator>())
  386. {
  387. animTrans.GetChild(i).GetComponentInChildren<Animator>().SetBool("dead", false);
  388. }
  389. //armorTrans.GetChild(i).GetComponent<SkinnedMeshRenderer>().enabled = true;
  390. animTrans.GetChild(i).gameObject.SetActive(false);
  391. }
  392. AnimStack.Clear();
  393. }
  394. speed = 0;
  395. //GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezeRotation;
  396. GetComponent<Rigidbody>().isKinematic = false;
  397. EnemyManager.GetInstance().enemyList.Remove(this);
  398. ProcessManager.GetInstance().EnemyDead();
  399. }
  400. /// <summary>
  401. /// 敌人死亡生成气球
  402. /// </summary>
  403. /// <param name="pos"></param>
  404. /// <param name="isHead"></param>
  405. private void CreateBalloon(Vector3 pos, bool isHead)
  406. {
  407. // 爆头非爆头 数量不同
  408. int num = isHead ? 3 : 2;
  409. for (int i = 0; i < num; i++)
  410. {
  411. GameObject balloon = BalloonPool.GetInstance().GetRedBalloon();
  412. balloon.transform.position = new Vector3(pos.x - i, pos.y + 2, pos.z - i);
  413. balloon.SetActive(true);
  414. }
  415. }
  416. private void PlayAttackAnim()
  417. {
  418. enemyAnim.SetTrigger($"attack{weaponId}");
  419. }
  420. /// <summary>
  421. /// 攻击逻辑 绑定在animation的Event上
  422. /// </summary>
  423. public void Attack()
  424. {
  425. if (!GameMananger.GetInstance().isOver)
  426. {
  427. audioSource.clip = Resources.Load<AudioClip>("Voice/Enemy/Attack");
  428. if (UserSettings.ins.openEffect) audioSource.Play();
  429. GameMananger.GetInstance().SubHp(atk);
  430. GameObject flotage = FlotagePool.GetInstance().GetGameObject();
  431. flotage.SetActive(true);
  432. flotage.GetComponent<Flotage>().Init(Camera.main.WorldToScreenPoint(HpBarRoot.position + Vector3.up * 5), -atk, GameModule.GetInstance().GetRGB("BloodLossRGB"), StringModule.GetInstance().GetData("hpUnit"), FlotageTypeEnum.Fixed);
  433. }
  434. }
  435. private void MoveTowards(Vector3 target)
  436. {
  437. if (isJumping && (enemyAnim.GetCurrentAnimatorStateInfo(0).IsName("Jump1") || enemyAnim.GetCurrentAnimatorStateInfo(0).IsName("Jump2")) && enemyAnim.GetCurrentAnimatorStateInfo(0).normalizedTime > 0.2f)
  438. {
  439. // 冰冻魔法触发后跳跃不到目标点
  440. // fixme: 使用配置中的speed
  441. transform.position = Vector3.Lerp(transform.position, jumpTarget.transform.position + Vector3.up * 2, MonsterModule.GetInstance().GetData(monsterId).speed / 2 * Time.deltaTime);
  442. return;
  443. }
  444. transform.LookAt(target);
  445. transform.position = Vector3.MoveTowards(transform.position, target, Time.deltaTime * speed);
  446. // 防止倾斜
  447. transform.rotation = new Quaternion(0, transform.rotation.y, 0, transform.rotation.w);
  448. }
  449. /// <summary>
  450. /// 速度相关
  451. /// </summary>
  452. /// <param name="multiple"></param>
  453. public void SetSpeed(float multiple)
  454. {
  455. speed = MonsterModule.GetInstance().GetData(this.monsterId).speed * multiple;
  456. if (UserSettings.ins.openEffect) transform.Find("Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/body/slow").GetComponentInChildren<ParticleSystem>().Play();
  457. }
  458. public void ResetSpeed()
  459. {
  460. speed = MonsterModule.GetInstance().GetData(this.monsterId).speed;
  461. transform.Find("Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/body/slow").GetComponentInChildren<ParticleSystem>().Stop();
  462. }
  463. /// <summary>
  464. /// 切换路径点list 重新随机
  465. /// </summary>
  466. /// <param name="nextGroupID"></param>
  467. public void SetNewWayPoint(int nextGroupID)
  468. {
  469. arriveTarget = false;
  470. nextWayIndex = 0;
  471. List<WayPointData> wayDataList = WayPointModule.GetInstance().GetDataByGroup(nextGroupID);
  472. List<int> weight = new List<int>();
  473. foreach (var item in wayDataList)
  474. {
  475. weight.Add(item.weight);
  476. }
  477. wayList = wayDataList[WeightRandomUtils.GetInstance().GetRandomId(weight) - 1].wayPoint;
  478. }
  479. #endregion
  480. }
  481. }