WolfHuntGameMode.cs 6.4 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityStandardAssets.ImageEffects;
  5. using DG.Tweening;
  6. using UnityEngine.UI;
  7. public class WolfHuntGameMode : ChallengeGameMode
  8. {
  9. public WolfHuntGameMode(GameMgr gameMgr) : base(gameMgr) {
  10. this.animalTypeID = 2;
  11. animalPrefab = animalsBaseT.Find("Wolf").gameObject;
  12. this.time = 18000;
  13. this.arrowCount = 10000;
  14. // this.SetLevel(5);
  15. // gameMgr.transform.Find("HunterGameView").gameObject.SetActive(true);
  16. BanBowReady();
  17. }
  18. public override void Start() {
  19. UnbanBowReady();
  20. GameMgr.ins.transform.Find("WolfActGrid").gameObject.SetActive(true);
  21. if (nextLevel != null) {
  22. SetLevel(int.Parse(nextLevel));
  23. AddHuntGameView();
  24. } else {
  25. AddSelectLevelView();
  26. }
  27. }
  28. //动物的创建列表(数组元素表示动物颜色样式)
  29. int[] animalCreateList;
  30. //动物创建列表的当前索引值
  31. int animalCreateIndex = 0;
  32. //设置关卡级别
  33. public override void SetLevel(int level) {
  34. currentlevel = level;
  35. if (level == 1) {
  36. animalCreateList = new int[]{1, 1};
  37. }
  38. else if (level == 2) {
  39. animalCreateList = new int[]{1, 1, 1, 1};
  40. }
  41. else if (level == 3) {
  42. animalCreateList = new int[]{2, 2};
  43. }
  44. else if (level == 4) {
  45. animalCreateList = new int[]{1, 1, 2, 2};
  46. }
  47. else if (level == 5) {
  48. animalCreateList = new int[]{1, 1, 1, 1, 2, 2, 2, 2};
  49. }
  50. if (animalCreateList != null) animalCountMax = animalCount = animalCreateList.Length;
  51. canStartCreateAniaml = true;
  52. }
  53. float baseCreateDistance = 25;
  54. // float baseCreateDistance = 15;
  55. float plusCreateDistance = 0;
  56. void CreateAnimal() {
  57. if (animalCreateIndex >= animalCreateList.Length) return;
  58. int animalStyleID = animalCreateList[animalCreateIndex++];
  59. //计算初始生成位置,后面的兔子生成越来越远,在标准方向的±30°内生成
  60. #region
  61. float createDistance = baseCreateDistance;
  62. baseCreateDistance += plusCreateDistance;
  63. Vector3 standardPointer = animalsBaseT.forward;
  64. Vector3 displace = standardPointer * createDistance;
  65. displace = Quaternion.AngleAxis(15 - Random.value * 30, Vector3.up) * displace;
  66. Vector3 newPos = animalsBaseT.position + displace;
  67. #endregion
  68. GameObject animalObject = GameObject.Instantiate(animalPrefab, newPos, Quaternion.identity, animalsBaseT);
  69. animalObject.SetActive(true);
  70. Wolf wolf = animalObject.GetComponent<Wolf>();
  71. WolfActGrid.ins.areaMatrix.occupyPos(newPos, wolf);
  72. wolf.transform.position = newPos;
  73. wolf.hp = animalStyleID == 1 ? 5 : 8;
  74. wolf.ChangeColorByType(animalStyleID);
  75. wolf.RotateByWorldY(Random.value * 360);
  76. wolf.onDie += delegate(Wolf wf) {
  77. animalCount--;
  78. animalSet.Remove(wf);
  79. CreateAnimalIgnoreAndClearCountDown();
  80. };
  81. wolf.onAttack += OnAttacked;
  82. animalSet.Add(wolf);
  83. }
  84. bool canStartCreateAniaml = false; //等选完关卡才能开始倒计时
  85. float createAnimalCountDown = 0; //生产动物的倒计时
  86. const float createAnimalCountDownDefault = 30;
  87. public override void Update()
  88. {
  89. base.Update();
  90. //固定时间间隔生成一头狼
  91. if (!gameMgr.gameOver && canStartCreateAniaml) {
  92. createAnimalCountDown -= Time.deltaTime;
  93. if (createAnimalCountDown <= 0) {
  94. createAnimalCountDown = createAnimalCountDownDefault;
  95. CreateAnimal();
  96. }
  97. }
  98. }
  99. //当动物死亡后,如果场上没有活着的动物,就立即生成一头狼,并清空生产动物的倒计时
  100. void CreateAnimalIgnoreAndClearCountDown() {
  101. if (animalSet.Count == 0) {
  102. createAnimalCountDown = createAnimalCountDownDefault;
  103. CreateAnimal();
  104. }
  105. }
  106. public int hp = 20;
  107. public int hpMax = 20;
  108. public void OnAttacked(Wolf wolf, int hurtValue) {
  109. if (hp <= 0) return;
  110. //看下是否满足受伤距离
  111. Vector3 p1 = wolf.transform.position;
  112. Vector3 p2 = hunterT.position;
  113. p1.y = p2.y = 0;
  114. float distance = Vector3.Distance(p1, p2);
  115. if (distance > 3) return;
  116. hp -= hurtValue;
  117. AudioMgr.ins.PlayAnimalEffect("man_injured", AudioMgr.GetAudioSource(this.gameMgr.gameObject));
  118. DoTweenHurt();
  119. if (hp <= 0) {
  120. hp = 0;
  121. Sequence cb = DOTween.Sequence();
  122. cb.AppendInterval(1f);
  123. cb.AppendCallback(AnnounceGameOver);
  124. }
  125. }
  126. Sequence hurtSeq = null;
  127. float hurtTweenV1 = 0;
  128. public void DoTweenHurt() {
  129. GameObject screenInjuredObject = this.gameMgr.transform.Find("ScreenInjured").gameObject;
  130. Image screenInjuredImage = screenInjuredObject.GetComponentInChildren<Image>();
  131. Color screenInjuredColor = new Color(1, 75f/255f, 75f/255f, 0);
  132. Blur blur = BowCamera.ins.transform.GetComponent<Blur>();
  133. if (hurtSeq != null) {
  134. if (hurtSeq.IsActive()) {
  135. hurtSeq.Complete();
  136. }
  137. hurtSeq = null;
  138. }
  139. hurtSeq = DOTween.Sequence();
  140. hurtSeq.AppendCallback(delegate() {
  141. hurtTweenV1 = 0;
  142. screenInjuredObject.SetActive(true);
  143. screenInjuredImage.color = screenInjuredColor;
  144. blur.enabled = true;
  145. blur.iterations = 0;
  146. });
  147. Tween toMax = DOTween.To(() => hurtTweenV1, value => {
  148. hurtTweenV1 = value;
  149. blur.iterations = Mathf.CeilToInt(hurtTweenV1 * 3f);
  150. screenInjuredColor.a = hurtTweenV1;
  151. screenInjuredImage.color = screenInjuredColor;
  152. }, 1f, 0.6f);
  153. hurtSeq.Append(toMax);
  154. Tween toMin = DOTween.To(() => hurtTweenV1, value => {
  155. hurtTweenV1 = value;
  156. blur.iterations = Mathf.CeilToInt(hurtTweenV1 * 3f);
  157. screenInjuredColor.a = hurtTweenV1;
  158. screenInjuredImage.color = screenInjuredColor;
  159. }, 0f, 0.6f);
  160. hurtSeq.Append(toMin);
  161. hurtSeq.AppendCallback(delegate() {
  162. hurtTweenV1 = 0;
  163. screenInjuredObject.SetActive(false);
  164. blur.enabled = false;
  165. });
  166. hurtSeq.SetUpdate(true);
  167. }
  168. }