Wolf.cs 18 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.AI;
  5. using DG.Tweening;
  6. public class Wolf : TargetAnimal
  7. {
  8. //动画播放器
  9. AnimationPlayer ap;
  10. //寻路代理
  11. NavMeshAgent agent;
  12. void Awake()
  13. {
  14. ap = GetComponent<AnimationPlayer>();
  15. agent = GetComponent<NavMeshAgent>();
  16. }
  17. void Start()
  18. {
  19. initAniListener();
  20. this.agent.avoidancePriority = avoidancePriority;
  21. }
  22. static int _avoidancePriority = 0;
  23. static int avoidancePriority {
  24. get {
  25. if (_avoidancePriority < 50) {
  26. _avoidancePriority++;
  27. } else {
  28. _avoidancePriority = 1;
  29. }
  30. return _avoidancePriority;
  31. }
  32. }
  33. void Update()
  34. {
  35. if (HasCloseToDestination()) {
  36. OnReachDestination();
  37. }
  38. UpdateAutoStrategy();
  39. UpdateAction();
  40. UpdateOutline();
  41. }
  42. //可选皮肤材质
  43. [SerializeField] Material[] materials;
  44. [SerializeField] Material[] outlineMaterials;
  45. public void ChangeColorByType(int type) {
  46. if (skinnedMeshRenderer == null) skinnedMeshRenderer = GetComponentInChildren<SkinnedMeshRenderer>();
  47. baseMaterial = materials[type - 1];
  48. outlineMaterial = outlineMaterials[type - 1];
  49. skinnedMeshRenderer.material = baseMaterial;
  50. }
  51. Material baseMaterial;
  52. Material outlineMaterial;
  53. SkinnedMeshRenderer skinnedMeshRenderer = null;
  54. bool hasOutLine = false;
  55. void UpdateOutline() {
  56. Camera camera = Camera.main;
  57. if (!camera) return;
  58. float distance = Vector3.Distance(this.transform.position, camera.transform.position);
  59. if (distance > 15) {
  60. if (!hasOutLine) {
  61. hasOutLine = true;
  62. skinnedMeshRenderer.material = outlineMaterial;
  63. }
  64. } else {
  65. if (hasOutLine) {
  66. hasOutLine = false;
  67. skinnedMeshRenderer.material = baseMaterial;
  68. }
  69. }
  70. }
  71. public override void OnHit(Arrow arrow, Vector3 hitPoint, string partName)
  72. {
  73. arrow.Head().position = hitPoint + arrow.transform.forward * 0.1f;
  74. arrow.Hit();
  75. if (partName == "Leg" || partName == "Tail") {
  76. state.hp -= 2;
  77. }
  78. else if (partName == "Body") {
  79. state.hp -= 3;
  80. }
  81. else if (partName == "Head") {
  82. state.hp -= 100;
  83. }
  84. if (state.hp > 0) {
  85. Hurt();
  86. } else {
  87. Die(arrow);
  88. }
  89. }
  90. void Die(Arrow arrow) {
  91. if (state.dead) return;
  92. arrow.onDoNextShoot += delegate() { Destroy(this.gameObject); };
  93. state.ResetActionState();
  94. state.dead = true;
  95. this.agent.enabled = false;
  96. onDie?.Invoke(this);
  97. AudioMgr.ins.PlayAnimalEffect("wolf_die", AudioMgr.GetAudioSource(this.gameObject));
  98. AudioMgr.ins.PlayCheer(true);
  99. }
  100. void Hurt() {
  101. if (!state.attacking) {
  102. if (Random.value < 0.2f) {
  103. CancelLockTarget();
  104. state.ResetActionState();
  105. state.lockingTarget = true;
  106. needAmbush = false;
  107. } else {
  108. CancelLockTarget(1);
  109. RunAwayFromHunter();
  110. }
  111. }
  112. AudioMgr.ins.PlayAnimalEffect("wolf_injured", AudioMgr.GetAudioSource(this.gameObject));
  113. }
  114. //启动寻路
  115. void SetDestination(Vector3 pos) {
  116. state.ResetActionState();
  117. state.moving = true;
  118. this.agent.destination = pos;
  119. }
  120. //寻路结束
  121. void OnReachDestination() {
  122. if (!state.moving) return;
  123. state.ResetActionState();
  124. }
  125. //是否已经接近目的地(寻路完成判断)
  126. bool HasCloseToDestination() {
  127. if (!state.moving) return true;
  128. if (Vector3.Distance(this.agent.nextPosition, this.agent.destination) < 0.25f) {
  129. return true;
  130. }
  131. if (state.movingTime > 0.1f && this.agent.velocity.magnitude < 0.05f) {
  132. return true;
  133. }
  134. return false;
  135. }
  136. int lastAutoType;
  137. float willStayTime;
  138. bool willAttack = false;
  139. bool hasRunAround = false;
  140. int needRunAroundCount = 0;
  141. bool hasRunToHunter = false;
  142. //取消锁定状态
  143. //cancelType==1时,表示触发逃跑
  144. void CancelLockTarget(int cancelType = 0) {
  145. if (!state.lockingTarget) return;
  146. state.lockingTarget = false;
  147. if (cancelType == 1) state.lockingTarget = true;
  148. RandomWillStayTime();
  149. willAttack = false;
  150. hasRunAround = false;
  151. if (cancelType == 1) hasRunAround = true;
  152. needRunAroundCount = 0;
  153. if (cancelType == 1) needRunAroundCount = 2;
  154. hasRunToHunter = false;
  155. if (cancelType == 1) hasRunToHunter = true;
  156. }
  157. //帧更新逻辑-自动策略
  158. void UpdateAutoStrategy() {
  159. if (state.dead) return;
  160. if (state.lockingTarget) {
  161. // if (state.attacking) {
  162. // this.transform.LookAt(this.hunterPosition);
  163. // }
  164. if (!hasRunToHunter) {
  165. hasRunToHunter = true;
  166. RunToAttackHunter(true);
  167. willAttack = true;
  168. return;
  169. }
  170. if (!state.moving && !state.attacking) {
  171. if (willAttack) {
  172. willAttack = false;
  173. Attack();
  174. needRunAroundCount = 3;
  175. return;
  176. }
  177. if (needRunAroundCount > 0) {
  178. needRunAroundCount--;
  179. RunAroundHunter(!hasRunAround);
  180. hasRunAround = true;
  181. return;
  182. }
  183. if (hasRunAround) {
  184. hasRunAround = false;
  185. RunToAttackHunter(false);
  186. }
  187. willAttack = true;
  188. return;
  189. }
  190. return;
  191. }
  192. //以下为未锁定目标时的自动策略
  193. if (state.staying) {
  194. if (state.stayingTime > willStayTime) {
  195. MoveSlowlyInZPath();
  196. }
  197. return;
  198. }
  199. if (state.moving) {
  200. lastAutoType = 2;
  201. }
  202. if (!state.staying && !state.moving) {
  203. if (lastAutoType == 1 || lastAutoType == 0) {
  204. MoveSlowlyInZPath();
  205. } else {
  206. RandomWillStayTime();
  207. Stay();
  208. }
  209. }
  210. }
  211. void RandomWillStayTime() {
  212. // this.willStayTime = Random.value * 4 + 2;
  213. this.willStayTime = 0;
  214. }
  215. void LookAtHunter() {
  216. this.transform.LookAt(hunterPosition);
  217. }
  218. bool needAmbush = true;
  219. //攻击
  220. void Attack() {
  221. state.ResetActionState();
  222. state.attacking = true;
  223. curAnimIndex = -1; /*注意:这样可避免狼两次使用同一攻击动作而第二次无法播放的情况 */
  224. int hurtValue = 2;
  225. if (canAttackID == "A") {
  226. int avoidancePriority = this.agent.avoidancePriority;
  227. float baseoffset = this.agent.baseOffset;
  228. Vector3 hunterPos = hunterPosition;
  229. Vector3 jumpPoint = default; //起跳点
  230. Vector3 landPoint = default; //落地点
  231. Vector3 displace = default; //位移
  232. Sequence seq = DOTween.Sequence();
  233. //伏击动作 + 转头
  234. Quaternion ambushQuaStart = transform.rotation;
  235. Vector3 rotateDir = hunterPos - transform.position; rotateDir.y = 0;
  236. Quaternion ambushQuaEnd = Quaternion.FromToRotation(Vector3.forward, rotateDir);
  237. this.agent.avoidancePriority = 0;
  238. state.ambushRotating = true;
  239. seq.Append(DOTween.To(() => 0f, value => {
  240. transform.rotation = Quaternion.Lerp(ambushQuaStart, ambushQuaEnd, value);
  241. }, 1f, Quaternion.Angle(ambushQuaStart, ambushQuaEnd) / 180f * 0.5f));
  242. seq.AppendCallback(delegate() {
  243. state.ambushRotating = false;
  244. if (needAmbush) state.ambushing = true;
  245. });
  246. if (needAmbush) {
  247. seq.Append(DOTween.To(() => 0f, value => {
  248. LookAtHunter();
  249. }, 1f, 2f));
  250. }
  251. seq.AppendCallback(delegate() {
  252. if (state.dead) {
  253. seq.Kill();
  254. return;
  255. }
  256. needAmbush = true;
  257. state.ambushing = false;
  258. state.attackA = true;
  259. #region //起点和终点计算
  260. jumpPoint = this.transform.position;
  261. hunterPos.y = jumpPoint.y;
  262. Vector3 deltaPointer = jumpPoint - hunterPos;
  263. landPoint = hunterPos + deltaPointer.normalized * 2f;
  264. displace = landPoint - jumpPoint;
  265. #endregion
  266. });
  267. //跳跃
  268. seq.Append(DOTween.To(() => 0f, value => {
  269. this.transform.position = jumpPoint + displace * value;
  270. LookAtHunter();
  271. if (value < 0.5) {
  272. this.agent.baseOffset = baseoffset + value;
  273. } else {
  274. this.agent.baseOffset = baseoffset + (1 - value);
  275. }
  276. }, 1f, 0.6f));
  277. seq.AppendCallback(delegate() {
  278. this.agent.avoidancePriority = avoidancePriority;
  279. this.transform.position = landPoint;
  280. LookAtHunter();
  281. if (!state.dead) onAttack?.Invoke(this, hurtValue);
  282. });
  283. seq.Append(DOTween.To(() => 0f, value => {
  284. this.transform.position = landPoint;
  285. LookAtHunter();
  286. }, 1f, 0.634f));
  287. seq.AppendCallback(delegate() {
  288. if (!state.dead) stopAniAttackA();
  289. this.transform.position = landPoint;
  290. LookAtHunter();
  291. });
  292. seq.Append(DOTween.To(() => 0f, value => {
  293. this.transform.position = landPoint;
  294. LookAtHunter();
  295. }, 1f, 0.1f)); //通过dotween是它不被动画的位移影响;
  296. seq.AppendCallback(delegate() {
  297. state.ResetActionState();
  298. });
  299. } else if (canAttackID == "B") {
  300. state.attackB = true;
  301. hurtValue = 3;
  302. onAttack?.Invoke(this, hurtValue);
  303. }
  304. }
  305. //逃跑远离猎人
  306. void RunAwayFromHunter()
  307. {
  308. Vector3 backVec = GetPointerHunterToMe();
  309. SetDestination(transform.position + backVec.normalized * 6);
  310. state.moveQuickly = true;
  311. this.agent.speed = 5f;
  312. }
  313. //跑到能攻击玩家的坐标点
  314. string canAttackID = null;
  315. void RunToAttackHunter(bool quickly) {
  316. float needDistance;
  317. Vector3 displace = GetPointerHunterToMe().normalized;
  318. // if (Random.value < 0.33f) {
  319. // needDistance = 2;
  320. // canAttackID = "B";
  321. // } else {
  322. needDistance = 8.5f;
  323. canAttackID = "A";
  324. // }
  325. Vector3 newPos = animalsBaseT.position + displace * needDistance;
  326. SetDestination(newPos);
  327. state.moveSlowly = !quickly;
  328. state.moveQuickly = quickly;
  329. agent.speed = quickly ? 5f : 0.8f;
  330. }
  331. //在敌人身边奔跑徘徊
  332. void RunAroundHunter(bool quickly) {
  333. float baseDistance = 10;
  334. float baseDistanceMoveRange = 10;
  335. Vector3 standardPointer = animalsBaseT.forward;
  336. Vector3 pointerWithLen = standardPointer.normalized * (baseDistance + Random.value * baseDistanceMoveRange);
  337. pointerWithLen = Quaternion.AngleAxis(-40f + Random.value * 80f, Vector3.up) * pointerWithLen;
  338. Vector3 newPos = animalsBaseT.position + pointerWithLen;
  339. SetDestination(newPos);
  340. state.moveSlowly = !quickly;
  341. state.moveQuickly = quickly;
  342. agent.speed = quickly ? 5f : 0.8f;
  343. }
  344. //Z字型路径缓慢移动
  345. Queue<Vector3> zPathPoints = new Queue<Vector3>();
  346. bool canCreateZPath = true;
  347. void MoveSlowlyInZPath() {
  348. if (zPathPoints.Count > 0) {
  349. SetDestination(zPathPoints.Dequeue());
  350. state.moveSlowly = true;
  351. agent.speed = 0.8f;
  352. return;
  353. }
  354. if (!canCreateZPath) {
  355. state.lockingTarget = true;
  356. return;
  357. }
  358. //构建Z字型路径
  359. zPathPoints.Clear();
  360. Vector3 standardPos = animalsBaseT.forward;
  361. Vector3 hunterPos = hunterPosition;
  362. Vector3 pointerToMe = GetPointerHunterToMe().normalized;
  363. Vector3 pointer1 = Quaternion.AngleAxis(120, Vector3.up) * pointerToMe;
  364. Vector3 pointer2 = Quaternion.AngleAxis(-120, Vector3.up) * pointerToMe;
  365. Vector3 myPos = this.transform.position;
  366. int[] pointerSeq = {1, 2, 1};
  367. bool isReverse = Random.value < 0.5;
  368. foreach (int seqID in pointerSeq)
  369. {
  370. Vector3 lastMyPos = myPos;
  371. if (seqID == 1) myPos = myPos + (isReverse ? pointer2 : pointer1) * 5;
  372. if (seqID == 2) myPos = myPos + (isReverse ? pointer1 : pointer2) * 10;
  373. hunterPos.y = myPos.y;
  374. Vector3 hunterToMe = myPos - hunterPos;
  375. float angle = Vector3.Angle(hunterToMe, standardPos);
  376. float minDistance = 10;
  377. //如果下一个构建的坐标在猎手身后或者距离猎手低于指定距离
  378. if (angle > 90 || Vector3.Distance(hunterPos, myPos) < minDistance) {
  379. Vector3 hunterToMe2 = lastMyPos - hunterPos;
  380. if (hunterToMe2.magnitude > minDistance + 2) {
  381. Vector3 displace = (hunterToMe2).normalized * minDistance;
  382. myPos = hunterPos + displace;
  383. zPathPoints.Enqueue(myPos);
  384. }
  385. canCreateZPath = false;
  386. break;
  387. } else {
  388. zPathPoints.Enqueue(myPos);
  389. }
  390. }
  391. }
  392. //停留
  393. void Stay() {
  394. if (state.moving) {
  395. this.agent.destination = this.agent.nextPosition;
  396. }
  397. state.ResetActionState();
  398. state.staying = true;
  399. }
  400. //动画播放
  401. int curAnimIndex = 0;
  402. void playAniStay() {
  403. ap.play(curAnimIndex = 3, WrapMode.Loop);
  404. }
  405. bool isAniStay() {
  406. return curAnimIndex == 3;
  407. }
  408. void playAniMoveSlowly() {
  409. ap.play(curAnimIndex = 5, WrapMode.Loop);
  410. }
  411. bool isAniMoveSlowly() {
  412. return curAnimIndex == 5;
  413. }
  414. void playAniMoveQuickly() {
  415. ap.play(curAnimIndex = 4, WrapMode.Loop);
  416. }
  417. bool isAniMoveQuickly() {
  418. return curAnimIndex == 4;
  419. }
  420. void playAniAmbush() {
  421. ap.play(curAnimIndex = 3, WrapMode.Loop);
  422. }
  423. bool isAniAmbush() {
  424. return curAnimIndex == 3;
  425. }
  426. void playAniAttakA() {
  427. ap.play(curAnimIndex = 1, WrapMode.Once);
  428. }
  429. bool isAniAttakA() {
  430. return curAnimIndex == 1;
  431. }
  432. void stopAniAttackA() {
  433. ap.StopAnimation(1);
  434. }
  435. void playAniAttakB() {
  436. ap.play(curAnimIndex = 0, WrapMode.Once);
  437. }
  438. bool isAniAttakB() {
  439. return curAnimIndex == 0;
  440. }
  441. void playAniDie() {
  442. ap.play(curAnimIndex = 2, WrapMode.Once);
  443. }
  444. bool isAniDie() {
  445. return curAnimIndex == 2;
  446. }
  447. void initAniListener() {
  448. this.ap.completeCallback = delegate(AnimationPlayerCompleteResult res) {
  449. if (res.index == 0) {
  450. this.state.ResetActionState();
  451. }
  452. };
  453. }
  454. //帧更新逻辑-通过状态更新动作动画
  455. void UpdateAction() {
  456. if (state.staying) {
  457. state.stayingTime += Time.deltaTime;
  458. if (!isAniStay()) playAniStay();
  459. }
  460. else if (state.moving) {
  461. state.movingTime += Time.deltaTime;
  462. if (state.moveSlowly && !isAniMoveSlowly()) playAniMoveSlowly();
  463. if (state.moveQuickly && !isAniMoveQuickly()) playAniMoveQuickly();
  464. }
  465. else if (state.attacking) {
  466. if (state.ambushRotating && !isAniMoveQuickly()) playAniMoveQuickly();
  467. if (state.ambushing && !isAniAmbush()) playAniAmbush();
  468. if (state.attackA && !isAniAttakA()) playAniAttakA();
  469. if (state.attackB && !isAniAttakB()) playAniAttakB();
  470. }
  471. else if (state.dead) {
  472. if (!isAniDie()) playAniDie();
  473. }
  474. }
  475. //状态
  476. [System.Serializable]
  477. public class State {
  478. //数值区
  479. public int hp = 1;
  480. //动作区
  481. public bool staying = false;
  482. public bool moving = false;
  483. public bool moveSlowly = false; //慢走
  484. public bool moveQuickly = false; //跑动
  485. public bool attacking = false;
  486. public bool ambushRotating = false; //扑击前的转身
  487. public bool ambushing = false; //扑击前的伏击状态
  488. public bool attackA = false; //扑击
  489. public bool attackB = false; //撕咬
  490. public bool dead = false;
  491. public float stayingTime = 0;
  492. public float movingTime = 0;
  493. //特定区
  494. public bool lockingTarget = false; //锁定目标,只有锁定目标后,才能调用攻击接口,这是给自己的规定
  495. //重置动作区状态
  496. public void ResetActionState() {
  497. this.staying = false;
  498. this.moving = false;
  499. this.moveSlowly = false;
  500. this.moveQuickly = false;
  501. this.attacking = false;
  502. this.ambushRotating = false;
  503. this.ambushing = false;
  504. this.attackA = false;
  505. this.attackB = false;
  506. this.dead = false;
  507. this.stayingTime = 0;
  508. this.movingTime = 0;
  509. }
  510. }
  511. [SerializeField] public State state = new State();
  512. //委托
  513. public System.Action<Wolf> onDie;
  514. public System.Action<Wolf, int> onAttack;
  515. }