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swizzle: 50462976 |
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platformSettings: |
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buildTarget: DefaultTexturePlatform |
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sprites: [] |
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outline: [] |
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@ -0,0 +1,216 @@ |
|||||
|
using System.Collections; |
||||
|
using System.Collections.Generic; |
||||
|
using UnityEngine; |
||||
|
|
||||
|
public class SkeletonArcher : MonoBehaviour |
||||
|
{ |
||||
|
EnemyNode enemyNode; |
||||
|
|
||||
|
public int stayRange = 5;//保持一定距离的范围
|
||||
|
|
||||
|
[Header("瞄准射线图层剔除")] |
||||
|
public LayerMask layerMask; |
||||
|
|
||||
|
[Header("计数标量")] |
||||
|
public float time; |
||||
|
float lastTime = 0; |
||||
|
|
||||
|
private void Start() |
||||
|
{ |
||||
|
enemyNode = GetComponent<EnemyNode>(); |
||||
|
} |
||||
|
|
||||
|
private void Update() |
||||
|
{ |
||||
|
//时时寻路
|
||||
|
if (GameManager.Instance.complete == true && TurnMaster.Instance.turn == TurnMaster.Turn.playerTurn) |
||||
|
{ |
||||
|
if (lastTime > 0) |
||||
|
{ |
||||
|
lastTime -= Time.deltaTime; |
||||
|
} |
||||
|
else |
||||
|
{ |
||||
|
enemyNode.FindPath(); |
||||
|
if (enemyNode.pasth.Count > stayRange) |
||||
|
{ |
||||
|
enemyNode.moveType = EnemyNode.MoveType.front; |
||||
|
} |
||||
|
else if (enemyNode.pasth.Count == stayRange) |
||||
|
{ |
||||
|
enemyNode.moveType = EnemyNode.MoveType.stay; |
||||
|
} |
||||
|
else |
||||
|
{ |
||||
|
//反向寻路
|
||||
|
MapUnity currentNode = enemyNode.pasth[0]; |
||||
|
enemyNode.oppositePasth.Clear(); |
||||
|
enemyNode.oppositePasth = AStarManager.Instance.FindOppositePath(currentNode, GameManager.Instance.playerOn, enemyNode.EnemyState.stepRange); |
||||
|
|
||||
|
enemyNode.moveType = EnemyNode.MoveType.back; |
||||
|
} |
||||
|
|
||||
|
if (enemyNode.moveType == EnemyNode.MoveType.stay) |
||||
|
{ |
||||
|
enemyNode.canMove = false; |
||||
|
} |
||||
|
else |
||||
|
{ |
||||
|
enemyNode.canMove = true; |
||||
|
} |
||||
|
|
||||
|
//瞄准
|
||||
|
switch (enemyNode.planAction) |
||||
|
{ |
||||
|
case EnemyNode.PlanAction.shoot: |
||||
|
ArcherAim(); |
||||
|
break; |
||||
|
case EnemyNode.PlanAction.aoe: |
||||
|
if (enemyNode.pasth.Count <= enemyNode.EnemyState.attackRange) |
||||
|
{ |
||||
|
enemyNode.lineAim.GetComponent<EnemyAimLine>().aimGamgObject = GameManager.Instance.player .gameObject; |
||||
|
} |
||||
|
else |
||||
|
{ |
||||
|
enemyNode.lineAim.GetComponent<EnemyAimLine>().aimGamgObject = enemyNode.pasth[enemyNode.EnemyState.attackRange].gameObject; |
||||
|
} |
||||
|
break; |
||||
|
|
||||
|
|
||||
|
} |
||||
|
//重置时间标量
|
||||
|
lastTime = time; |
||||
|
} |
||||
|
} |
||||
|
|
||||
|
} |
||||
|
|
||||
|
public void skeletonArcherTurn() |
||||
|
{ |
||||
|
// enemyNode.FindPath();
|
||||
|
|
||||
|
|
||||
|
//放技能
|
||||
|
if (enemyNode .EnemyState .currentSkillCoolDown >0) |
||||
|
{ |
||||
|
Vector3 dir = GameManager.Instance.player.transform.position - this.transform.position; |
||||
|
Ray ray = new Ray(this.transform.position, dir); |
||||
|
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, layerMask.value)) |
||||
|
{ |
||||
|
if (raycastHit.collider.tag == "Player" && enemyNode.pasth.Count+1 <= enemyNode.EnemyState.attackRange) |
||||
|
{ |
||||
|
GameManager.Instance.playerState.currentHP -= (float)(enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier); |
||||
|
} |
||||
|
} |
||||
|
Debug.Log("远程攻击"); |
||||
|
} |
||||
|
else |
||||
|
{ |
||||
|
if (enemyNode.pasth.Count <= enemyNode.EnemyState.attackRange) |
||||
|
{ |
||||
|
ArcherColour(GameManager.Instance.playerOn); |
||||
|
} |
||||
|
else |
||||
|
{ |
||||
|
ArcherColour(enemyNode.pasth[enemyNode.EnemyState.attackRange]); |
||||
|
} |
||||
|
enemyNode.EnemyState.currentSkillCoolDown = enemyNode.EnemyState.maxSkillCoolDown; |
||||
|
Debug.Log("剑雨"); |
||||
|
} |
||||
|
|
||||
|
//移动
|
||||
|
ArcherMove(); |
||||
|
|
||||
|
//下回合意图,先判断行走
|
||||
|
enemyNode.FindPath();//因为移动过了所以先重新寻路一下
|
||||
|
ArcherAim();//因为移动过了所以重新瞄准一下
|
||||
|
enemyNode.SettlementSkill(); |
||||
|
|
||||
|
if (enemyNode.EnemyState.currentMoveCoolDown > 0) |
||||
|
{ |
||||
|
enemyNode.canMove = false; |
||||
|
} |
||||
|
else |
||||
|
{ |
||||
|
if (enemyNode.pasth.Count == stayRange) |
||||
|
{ |
||||
|
enemyNode.canMove = false; |
||||
|
} |
||||
|
else |
||||
|
{ |
||||
|
enemyNode.canMove = true; |
||||
|
} |
||||
|
} |
||||
|
//判断下回合放啥技能
|
||||
|
if (enemyNode.EnemyState.currentSkillCoolDown<=0) |
||||
|
{ |
||||
|
enemyNode.planAction = EnemyNode.PlanAction.aoe; |
||||
|
enemyNode.canLineAppre = true; |
||||
|
} |
||||
|
else |
||||
|
{ |
||||
|
enemyNode.planAction = EnemyNode.PlanAction.shoot; |
||||
|
enemyNode.canLineAppre = true; |
||||
|
} |
||||
|
} |
||||
|
|
||||
|
public void ArcherMove() |
||||
|
{ |
||||
|
if (enemyNode.pasth.Count > 2) |
||||
|
{ |
||||
|
if (enemyNode.canMove) |
||||
|
{ |
||||
|
if (enemyNode.moveType == EnemyNode.MoveType.front) |
||||
|
{ |
||||
|
enemyNode.Move(enemyNode.pasth[0], enemyNode.EnemyState.stepRange); |
||||
|
} |
||||
|
else if (enemyNode.moveType == EnemyNode.MoveType.stay) |
||||
|
{ |
||||
|
//不动
|
||||
|
} |
||||
|
else |
||||
|
{ |
||||
|
enemyNode.MoveOpposite(enemyNode.oppositePasth[0], enemyNode.EnemyState.stepRange); |
||||
|
} |
||||
|
} |
||||
|
} |
||||
|
} |
||||
|
public void ArcherColour(MapUnity currentNode) |
||||
|
{ |
||||
|
List<MapUnity> toColourPool = new List<MapUnity>(); |
||||
|
|
||||
|
if (currentNode.blocked == false) |
||||
|
toColourPool.Add(currentNode); |
||||
|
|
||||
|
for (int i = 0; i < currentNode.unitPool.Count; i++) |
||||
|
{ |
||||
|
if (currentNode.unitPool[i] != null && currentNode.unitPool[i].blocked == false) |
||||
|
{ |
||||
|
toColourPool.Add(currentNode.unitPool[i]); |
||||
|
} |
||||
|
} |
||||
|
|
||||
|
for (int c = 0; c < toColourPool.Count; c++) |
||||
|
{ |
||||
|
if (toColourPool.Count > 0) |
||||
|
{ |
||||
|
toColourPool[c].whoColour = MapUnity.WhoColour.enemyColour; |
||||
|
if(toColourPool[c].playerOn) |
||||
|
{ |
||||
|
GameManager.Instance.playerState.currentHP -= (float)(enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier); |
||||
|
} |
||||
|
} |
||||
|
} |
||||
|
} |
||||
|
|
||||
|
public void ArcherAim() |
||||
|
{ |
||||
|
Vector3 dir = GameManager.Instance.player.transform.position - this.transform.position; |
||||
|
Ray ray = new Ray(this.transform.position, dir); |
||||
|
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, layerMask.value)) |
||||
|
{ |
||||
|
enemyNode.lineAim.GetComponent<EnemyAimLine>().aimGamgObject = raycastHit.collider.gameObject; |
||||
|
} |
||||
|
|
||||
|
} |
||||
|
} |
||||
@ -0,0 +1,11 @@ |
|||||
|
fileFormatVersion: 2 |
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|
guid: 2ee44fd1623e33f47a6ee9994ba818c5 |
||||
|
MonoImporter: |
||||
|
externalObjects: {} |
||||
|
serializedVersion: 2 |
||||
|
defaultReferences: [] |
||||
|
executionOrder: 0 |
||||
|
icon: {instanceID: 0} |
||||
|
userData: |
||||
|
assetBundleName: |
||||
|
assetBundleVariant: |
||||
@ -0,0 +1,131 @@ |
|||||
|
using System.Collections; |
||||
|
using System.Collections.Generic; |
||||
|
using UnityEngine; |
||||
|
|
||||
|
public class SkullGuardian : MonoBehaviour |
||||
|
{ |
||||
|
EnemyNode enemyNode; |
||||
|
|
||||
|
[Header("计数标量")] |
||||
|
public float time; |
||||
|
float lastTime = 0; |
||||
|
|
||||
|
private void Start() |
||||
|
{ |
||||
|
enemyNode = GetComponent<EnemyNode>(); |
||||
|
} |
||||
|
|
||||
|
private void Update() |
||||
|
{ |
||||
|
//时时寻路
|
||||
|
if (GameManager.Instance.complete == true && TurnMaster.Instance.turn == TurnMaster.Turn.playerTurn) |
||||
|
{ |
||||
|
if (lastTime > 0) |
||||
|
{ |
||||
|
lastTime -= Time.deltaTime; |
||||
|
} |
||||
|
else |
||||
|
{ |
||||
|
enemyNode.FindPath(); |
||||
|
|
||||
|
//重置时间标量
|
||||
|
lastTime = time; |
||||
|
} |
||||
|
} |
||||
|
} |
||||
|
public void SkullGuardianTurn() |
||||
|
{ |
||||
|
enemyNode.FindPath(); |
||||
|
|
||||
|
//回合动作
|
||||
|
switch (enemyNode.planAction) |
||||
|
{ |
||||
|
case EnemyNode.PlanAction.attack: |
||||
|
//攻击
|
||||
|
MapUnity currentMapUnity = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY]; |
||||
|
if (enemyNode.canMove) |
||||
|
{ |
||||
|
if(enemyNode.pasth.Count<= enemyNode.EnemyState.attackRange + enemyNode.EnemyState.stepRange* enemyNode.EnemyState.stepRangeMultiplier) |
||||
|
{ |
||||
|
GameManager.Instance.playerState.currentHP -= (float)(enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier); |
||||
|
} |
||||
|
} |
||||
|
else |
||||
|
{ |
||||
|
if (enemyNode.pasth.Count <= enemyNode.EnemyState.attackRange) |
||||
|
{ |
||||
|
GameManager.Instance.playerState.currentHP -= (float)(enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier); |
||||
|
} |
||||
|
} |
||||
|
Debug.Log("攻击"); |
||||
|
break; |
||||
|
|
||||
|
case EnemyNode.PlanAction.sheield: |
||||
|
enemyNode.EnemyState.shieldValue += enemyNode.EnemyState.upShieldValue; |
||||
|
enemyNode.EnemyState.currentSkillCoolDown = enemyNode.EnemyState.maxSkillCoolDown; |
||||
|
break; |
||||
|
|
||||
|
} |
||||
|
SkullGuardianMove(); |
||||
|
|
||||
|
//下回合意图
|
||||
|
enemyNode.SettlementSkill(); |
||||
|
NextTurnIntention(); |
||||
|
} |
||||
|
|
||||
|
public void SkullGuardianMove() |
||||
|
{ |
||||
|
if (enemyNode.pasth.Count > 2&& enemyNode.canMove) |
||||
|
{ |
||||
|
enemyNode.Move(enemyNode.pasth[0], enemyNode.EnemyState.stepRange); |
||||
|
} |
||||
|
|
||||
|
} |
||||
|
|
||||
|
public void NextTurnIntention() |
||||
|
{ |
||||
|
|
||||
|
if (enemyNode.pasth.Count <= 1) |
||||
|
{ |
||||
|
enemyNode.canMove = false; |
||||
|
} |
||||
|
else |
||||
|
{ |
||||
|
enemyNode.canMove = true; |
||||
|
} |
||||
|
|
||||
|
if(enemyNode .EnemyState .currentSkillCoolDown <=0) |
||||
|
{ |
||||
|
enemyNode.planAction = EnemyNode.PlanAction.sheield; |
||||
|
} |
||||
|
else |
||||
|
{ |
||||
|
enemyNode.planAction = EnemyNode.PlanAction.attack; |
||||
|
enemyNode.canLineAppre = true; |
||||
|
} |
||||
|
|
||||
|
} |
||||
|
|
||||
|
public void WolfColour() |
||||
|
{ |
||||
|
MapUnity currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY]; |
||||
|
List<MapUnity> toColourPool = new List<MapUnity>(); |
||||
|
for (int i = 0; i < currentNode.unitPool.Count; i++) |
||||
|
{ |
||||
|
if (currentNode.unitPool[i] != null && currentNode.unitPool[i].blocked == false) |
||||
|
{ |
||||
|
toColourPool.Add(currentNode.unitPool[i]); |
||||
|
} |
||||
|
} |
||||
|
|
||||
|
for (int c = 0; c < 3; c++) |
||||
|
{ |
||||
|
if (toColourPool.Count > 0) |
||||
|
{ |
||||
|
int r = Random.Range(0, toColourPool.Count); |
||||
|
toColourPool[r].whoColour = MapUnity.WhoColour.enemyColour; |
||||
|
toColourPool.RemoveAt(r); |
||||
|
} |
||||
|
} |
||||
|
} |
||||
|
} |
||||
@ -0,0 +1,11 @@ |
|||||
|
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|
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{ "pid": 35942, "tid": 1, "ph": "M", "name": "thread_name", "args": { "name": "" } }, |
||||
{ "pid": 35942, "tid": 1, "ts": 1718831320116718, "dur": 1022802, "ph": "X", "name": "BuildProgram", "args": {} }, |
{ "pid": 35942, "tid": 1, "ts": 1719206357171611, "dur": 403588, "ph": "X", "name": "BuildProgram", "args": {} }, |
||||
{ "pid": 35942, "tid": 1, "ts": 1718831320122845, "dur": 485031, "ph": "X", "name": "BuildProgramContextConstructor", "args": {} }, |
{ "pid": 35942, "tid": 1, "ts": 1719206357172744, "dur": 60187, "ph": "X", "name": "BuildProgramContextConstructor", "args": {} }, |
||||
{ "pid": 35942, "tid": 1, "ts": 1718831321061291, "dur": 5615, "ph": "X", "name": "OutputData.Write", "args": {} }, |
{ "pid": 35942, "tid": 1, "ts": 1719206357514285, "dur": 4444, "ph": "X", "name": "OutputData.Write", "args": {} }, |
||||
{ "pid": 35942, "tid": 1, "ts": 1718831321066910, "dur": 72595, "ph": "X", "name": "Backend.Write", "args": {} }, |
{ "pid": 35942, "tid": 1, "ts": 1719206357518732, "dur": 56452, "ph": "X", "name": "Backend.Write", "args": {} }, |
||||
{ "pid": 35942, "tid": 1, "ts": 1718831321069693, "dur": 46292, "ph": "X", "name": "JsonToString", "args": {} }, |
{ "pid": 35942, "tid": 1, "ts": 1719206357520315, "dur": 39403, "ph": "X", "name": "JsonToString", "args": {} }, |
||||
{ "pid": 35942, "tid": 1, "ts": 1718831321147792, "dur": 1731, "ph": "X", "name": "", "args": {} }, |
{ "pid": 35942, "tid": 1, "ts": 1719206357582541, "dur": 1383, "ph": "X", "name": "", "args": {} }, |
||||
{ "pid": 35942, "tid": 1, "ts": 1718831321147272, "dur": 2644, "ph": "X", "name": "Write chrome-trace events", "args": {} }, |
{ "pid": 35942, "tid": 1, "ts": 1719206357582037, "dur": 2124, "ph": "X", "name": "Write chrome-trace events", "args": {} }, |
||||
|
|||||
@ -1 +1 @@ |
|||||
{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":true,"audioPlay":false,"sceneViewState":{"m_AlwaysRefresh":false,"showFog":true,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true,"showVisualEffectGraphs":true,"m_FxEnabled":true},"in2DMode":false,"pivot":{"x":5.858705043792725,"y":0.45823049545288088,"z":3.1902248859405519},"rotation":{"x":0.5809919834136963,"y":-0.00010264659795211628,"z":-0.00021224815282039344,"w":0.8141756057739258},"size":4.06609582901001,"orthographic":false} |
{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":true,"audioPlay":false,"sceneViewState":{"m_AlwaysRefresh":false,"showFog":true,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true,"showVisualEffectGraphs":true,"m_FxEnabled":true},"in2DMode":false,"pivot":{"x":3.641876220703125,"y":0.5838644504547119,"z":4.551746845245361},"rotation":{"x":0.5660651922225952,"y":-0.08681631833314896,"z":0.059741247445344928,"w":0.8178631663322449},"size":1.493765950202942,"orthographic":false} |
||||
@ -1 +1 @@ |
|||||
12988 |
16196 |
||||