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File diff suppressed because it is too large
@ -1,12 +0,0 @@ |
|||||
using System.Collections; |
|
||||
using System.Collections.Generic; |
|
||||
using UnityEngine; |
|
||||
|
|
||||
public class PlayerAnimAudio : MonoBehaviour |
|
||||
{ |
|
||||
//音效播放器
|
|
||||
public void AttackVoicePlayer() |
|
||||
{ |
|
||||
AudioManager.Instance.AttackVoicePlayer(); |
|
||||
} |
|
||||
} |
|
||||
@ -1,11 +0,0 @@ |
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guid: 7ec67cb98ea39d84d8a0401cc0a9c43e |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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@ -1,36 +0,0 @@ |
|||||
using System.Collections; |
|
||||
using System.Collections.Generic; |
|
||||
using UnityEngine; |
|
||||
|
|
||||
public class BulletMove : MonoBehaviour |
|
||||
{ |
|
||||
public Vector3 destination;//Ä¿µÄµØ
|
|
||||
float time=0; |
|
||||
Vector3 startPoint; |
|
||||
[Header("ËÙ¶È")] |
|
||||
public float speed = 2f; |
|
||||
|
|
||||
private void Start() |
|
||||
{ |
|
||||
startPoint = transform.position; |
|
||||
|
|
||||
Vector3 direction = destination - startPoint; |
|
||||
float angle = Vector3.SignedAngle(transform.forward, direction, transform.up); |
|
||||
transform.Rotate(new Vector3(0, angle, 0)); |
|
||||
} |
|
||||
private void Update() |
|
||||
{ |
|
||||
MoveToDestination(); |
|
||||
} |
|
||||
|
|
||||
public void MoveToDestination() |
|
||||
{ |
|
||||
transform .position = Vector3.Lerp(startPoint, destination, time += Time.deltaTime * speed); |
|
||||
|
|
||||
if(Vector3 .Distance (this .transform .position ,destination )<0.1f) |
|
||||
{ |
|
||||
Destroy(this.gameObject); |
|
||||
} |
|
||||
} |
|
||||
|
|
||||
} |
|
||||
@ -1,11 +0,0 @@ |
|||||
fileFormatVersion: 2 |
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guid: ec9656599a9a8604fbc9f1c74367605c |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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||||
defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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@ -1,27 +0,0 @@ |
|||||
using System.Collections; |
|
||||
using System.Collections.Generic; |
|
||||
using UnityEngine; |
|
||||
|
|
||||
public class BulletFather : MonoBehaviour |
|
||||
{ |
|
||||
[Header("×Óµ¯Ò©Ô¤ÖÆÌå")] |
|
||||
public GameObject bullet; |
|
||||
|
|
||||
public IEnumerator CreateBulleNode(List<MapUnity> destinationMapUnity) |
|
||||
{ |
|
||||
for (int i = 0; i < destinationMapUnity.Count; i++) |
|
||||
{ |
|
||||
var bulle = Instantiate(bullet, transform.position, bullet.transform.localRotation); |
|
||||
if (i < destinationMapUnity.Count - 1) |
|
||||
{ |
|
||||
StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(destinationMapUnity[i].transform, GameManager.Instance.player.transform)); |
|
||||
//yield return new WaitForSeconds(0.1f);
|
|
||||
} |
|
||||
else |
|
||||
{ |
|
||||
yield return StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(destinationMapUnity[i].transform, GameManager.Instance.player.transform)); |
|
||||
} |
|
||||
yield return null; |
|
||||
} |
|
||||
} |
|
||||
} |
|
||||
@ -1,11 +0,0 @@ |
|||||
fileFormatVersion: 2 |
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guid: db15616011d4af54ab96675691ae89d9 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
|
||||
defaultReferences: [] |
|
||||
executionOrder: 0 |
|
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icon: {instanceID: 0} |
|
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userData: |
|
||||
assetBundleName: |
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assetBundleVariant: |
|
||||
@ -1,67 +0,0 @@ |
|||||
using System.Collections; |
|
||||
using System.Collections.Generic; |
|
||||
using UnityEngine; |
|
||||
|
|
||||
public class BulletNode : MonoBehaviour |
|
||||
{ |
|
||||
public Vector3 destination;//目的地
|
|
||||
public float time = 0; |
|
||||
public Vector3 startPoint; |
|
||||
[Header("速度")] |
|
||||
public float speed = 2f; |
|
||||
[Header("时间")] |
|
||||
public float waitTimes = 4f; |
|
||||
[Header("类型")] |
|
||||
public BulletType bulletType; |
|
||||
public enum BulletType |
|
||||
{ |
|
||||
speed, |
|
||||
waitTime |
|
||||
} |
|
||||
public virtual IEnumerator MoveToDestination(Transform inputDestination,Transform inputStartPoint) |
|
||||
{ |
|
||||
|
|
||||
startPoint = inputStartPoint.position; |
|
||||
destination = inputDestination.position; |
|
||||
destination.y = startPoint.y-0.5f; |
|
||||
|
|
||||
// Vector3 direction = destination - startPoint;
|
|
||||
// float angle = Vector3.SignedAngle(transform.forward, direction, transform.up);
|
|
||||
// transform.Rotate(new Vector3(0, angle, 0));
|
|
||||
Debug.Log("发射" + startPoint + "结束" + destination); |
|
||||
//曲线中点
|
|
||||
Vector3 middleMark = (startPoint + destination) * 0.5f; |
|
||||
// middleMark.x += Random.Range(-1f,1f);
|
|
||||
// middleMark.y += Random.Range(0.5f,1f);
|
|
||||
// middleMark.z += Random.Range(-1f, 1f);
|
|
||||
middleMark.y += 2; |
|
||||
List <Vector3 > linePath = PlayerStatsManager .Instance .CalculatePath (9,startPoint,middleMark,destination); |
|
||||
if (bulletType == BulletType.speed ) |
|
||||
{ |
|
||||
for (int i = 1;i<linePath .Count;i++) |
|
||||
{ |
|
||||
time = 0; |
|
||||
Debug.Log("linePath[i - 1]" + linePath[i - 1] + "linePath[i]" + linePath[i]); |
|
||||
while (true) |
|
||||
{ |
|
||||
transform.position = Vector3.Lerp(linePath[i-1], linePath[i], time += Time.deltaTime * speed); |
|
||||
if (time >= 1) |
|
||||
{ |
|
||||
break; |
|
||||
} |
|
||||
yield return null; |
|
||||
} |
|
||||
} |
|
||||
Destroy(this.gameObject); |
|
||||
yield break; |
|
||||
} |
|
||||
else if(bulletType == BulletType.waitTime) |
|
||||
{ |
|
||||
transform.position = destination; |
|
||||
yield return new WaitForSeconds(waitTimes); |
|
||||
Destroy(this.gameObject); |
|
||||
yield break; |
|
||||
} |
|
||||
|
|
||||
} |
|
||||
} |
|
||||
@ -1,11 +0,0 @@ |
|||||
fileFormatVersion: 2 |
|
||||
guid: 2c4c68fbd63d1244999ce6738430b7df |
|
||||
MonoImporter: |
|
||||
externalObjects: {} |
|
||||
serializedVersion: 2 |
|
||||
defaultReferences: [] |
|
||||
executionOrder: 0 |
|
||||
icon: {instanceID: 0} |
|
||||
userData: |
|
||||
assetBundleName: |
|
||||
assetBundleVariant: |
|
||||
@ -1,37 +0,0 @@ |
|||||
using System.Collections; |
|
||||
using System.Collections.Generic; |
|
||||
using UnityEngine; |
|
||||
|
|
||||
public class FireStraightBullet : BulletNode |
|
||||
{ |
|
||||
public GameObject destroyBoom; |
|
||||
public GameObject targetPlan;//夷能
|
|
||||
bool isDone; |
|
||||
public override IEnumerator MoveToDestination(Transform inputDestination, Transform inputStartPoint) |
|
||||
{ |
|
||||
startPoint = inputStartPoint.position; |
|
||||
destination = inputDestination.position; |
|
||||
// destination.y = startPoint.y -0.5f;
|
|
||||
// destination.y = startPoint.y-0.35f;
|
|
||||
|
|
||||
//譜協了崔
|
|
||||
transform.position = startPoint; |
|
||||
//廬�
|
|
||||
Vector3 direction = destination - startPoint; |
|
||||
float angle = Vector3.SignedAngle(transform.forward, direction, transform.up); |
|
||||
transform.eulerAngles = new Vector3(0, angle, 0); |
|
||||
|
|
||||
//譜崔夷能了崔
|
|
||||
// transform.GetComponent<ParticleSystem>().collision.AddPlane(inputDestination);//譜協当弉
|
|
||||
targetPlan .transform .position =inputDestination.position; |
|
||||
yield return new WaitUntil(() => isDone == true); |
|
||||
yield break; |
|
||||
} |
|
||||
|
|
||||
private void OnParticleCollision(GameObject other ) |
|
||||
{ |
|
||||
Instantiate(destroyBoom, destination, destroyBoom.transform.rotation); |
|
||||
isDone = true; |
|
||||
Destroy(this.gameObject); |
|
||||
} |
|
||||
} |
|
||||
@ -1,11 +0,0 @@ |
|||||
fileFormatVersion: 2 |
|
||||
guid: 40dd363d248ee6b4dbe5c9c529b9d3c6 |
|
||||
MonoImporter: |
|
||||
externalObjects: {} |
|
||||
serializedVersion: 2 |
|
||||
defaultReferences: [] |
|
||||
executionOrder: 0 |
|
||||
icon: {instanceID: 0} |
|
||||
userData: |
|
||||
assetBundleName: |
|
||||
assetBundleVariant: |
|
||||
@ -1,180 +0,0 @@ |
|||||
using System; |
|
||||
using System.Collections; |
|
||||
using System.Collections.Generic; |
|
||||
using System.Linq; |
|
||||
using UnityEngine; |
|
||||
|
|
||||
public class AcidRainCloud : Enemy |
|
||||
{ |
|
||||
|
|
||||
|
|
||||
|
|
||||
private void Start() |
|
||||
{ |
|
||||
enemyNode = GetComponent<EnemyNode>(); |
|
||||
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shootAndPollute), 0.4f); |
|
||||
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.6f); |
|
||||
enemyNode.sufferAbnormalCondition(AbnormalCondition.acidRain, 1); |
|
||||
enemyNode.sufferAbnormalCondition(AbnormalCondition.vulnerable, 3); |
|
||||
} |
|
||||
|
|
||||
|
|
||||
private void OnEnable() |
|
||||
{ |
|
||||
|
|
||||
|
|
||||
} |
|
||||
public override IEnumerator JudgeActionCoroutine()//等移动到位置就判断是否还能走
|
|
||||
{ |
|
||||
Debug.Log("真正行动是:" + enemyAction); |
|
||||
switch (enemyAction) |
|
||||
{ |
|
||||
case EnemyAction_ShootAndPollute: |
|
||||
yield return StartCoroutine(PolluteAction()); |
|
||||
break; |
|
||||
case EnemyActionAction_Attack: |
|
||||
yield return StartCoroutine(MeleeAttackAction()); |
|
||||
break; |
|
||||
} |
|
||||
|
|
||||
} |
|
||||
public override void BoolCheck() |
|
||||
{ |
|
||||
switch (enemyNode.currentActionScript) |
|
||||
{ |
|
||||
case EnemyAction_ShootAndPollute: |
|
||||
canMove = false; |
|
||||
canAttack = false; |
|
||||
canAoe = false; |
|
||||
break; |
|
||||
case EnemyActionAction_Attack: |
|
||||
canMove = false; |
|
||||
canAttack = true; |
|
||||
canAoe=false; |
|
||||
break; |
|
||||
} |
|
||||
} |
|
||||
public override void ActionValRandom() |
|
||||
{ |
|
||||
switch (enemyNode.currentActionScript) |
|
||||
{ |
|
||||
case EnemyAction_ShootAndPollute: |
|
||||
enemyNode.currentActionScript.colA = MathTool.RandomTarget(5, 0.2f); |
|
||||
break; |
|
||||
case EnemyActionAction_Attack: |
|
||||
enemyNode.currentActionScript.colA = MathTool.RandomTarget(enemyNode.EnemyState.damage, 0.1f); |
|
||||
break; |
|
||||
} |
|
||||
} |
|
||||
|
|
||||
|
|
||||
public override void SettlePlannText(EnemyAction currentAction) |
|
||||
{ |
|
||||
switch (currentAction) |
|
||||
{ |
|
||||
case EnemyAction_ShootAndPollute: |
|
||||
//改变文本
|
|
||||
enemyNode.currentActionScript.SettleText(enemyNode, enemyNode.DamageCalculation(enemyNode.currentActionScript.colA).ToString(), "对全场造成" + enemyNode.DamageCalculation(enemyNode.currentActionScript.colA).ToString() + "点伤害,随机污染6格地块"); |
|
||||
break; |
|
||||
case EnemyActionAction_Attack: |
|
||||
enemyNode.currentActionScript.SettleText(enemyNode, enemyNode.DamageCalculation(enemyNode.currentActionScript.colA).ToString(), "造成"+ enemyNode.DamageCalculation(enemyNode.currentActionScript.colA).ToString() + "点伤害,使玩家手牌中随机一张牌变为消耗"); |
|
||||
break; |
|
||||
} |
|
||||
|
|
||||
} |
|
||||
public override IEnumerator MeleeAttackAction() |
|
||||
{ |
|
||||
MapUnity currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY); |
|
||||
HashSet<MapUnity> targetSet=new HashSet<MapUnity> { GameManager.Instance.playerOn }; |
|
||||
getNodeTools.getCircleNodeForEnemy(targetSet, 1); |
|
||||
if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange)) |
|
||||
{ |
|
||||
if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm)) |
|
||||
{ |
|
||||
yield return StartCoroutine(enemyNode.MeleeAttackAim()); |
|
||||
// enemyNode.anim.SetTrigger("MeleeAttack");
|
|
||||
// yield return new WaitForSeconds(0.5f);
|
|
||||
AttackDamage(enemyNode.currentActionScript.colA, 1); |
|
||||
Usermanager.Instance.SufferPlayerAbnormalCondition(AbnormalCondition.nextDrawCardisDisposable, 1); |
|
||||
//RandomTurnHandCardTempIsDisposable(1);
|
|
||||
} |
|
||||
} |
|
||||
else |
|
||||
{ |
|
||||
yield return StartCoroutine(moveTowardsPlayer()); |
|
||||
yield return new WaitForSeconds(1); |
|
||||
currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY); |
|
||||
if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange)) |
|
||||
{ |
|
||||
if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm)) |
|
||||
{ |
|
||||
yield return StartCoroutine(enemyNode.MeleeAttackAim()); |
|
||||
// enemyNode.anim.SetTrigger("MeleeAttack");
|
|
||||
// yield return new WaitForSeconds(0.5f);
|
|
||||
AttackDamage(enemyNode.currentActionScript.colA, 1); |
|
||||
Usermanager.Instance.SufferPlayerAbnormalCondition(AbnormalCondition.nextDrawCardisDisposable, 1); |
|
||||
//RandomTurnHandCardTempIsDisposable(1);
|
|
||||
} |
|
||||
} |
|
||||
} |
|
||||
} |
|
||||
|
|
||||
public void RandomTurnHandCardTempIsDisposable(int num) |
|
||||
{ |
|
||||
HashSet < CardEntity > targetSet= MathTool.GetRandomElements(new HashSet<CardEntity>(TurnMaster.Instance.handCard.cardEntityList), num); |
|
||||
foreach(CardEntity cardEntity in targetSet) |
|
||||
{ |
|
||||
cardEntity.tempIsDisposable = true; |
|
||||
} |
|
||||
} |
|
||||
public IEnumerator ThrowAttackAction(int count) |
|
||||
{ |
|
||||
int range = 2; |
|
||||
MapUnity currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY); |
|
||||
if (currentNode.whoColour == Name.NodeColor.Black) |
|
||||
{ |
|
||||
range = 3; |
|
||||
} |
|
||||
if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm)) |
|
||||
{ |
|
||||
//yield return StartCoroutine(enemyNode.MeleeAttackAim());
|
|
||||
// enemyNode.anim.SetTrigger("MeleeAttack");
|
|
||||
// yield return new WaitForSeconds(0.5f);
|
|
||||
AoeDamage(getNodeTools.getNodesCount(Name.Color.Black), count, GameManager.Instance.playerOn, range); |
|
||||
} |
|
||||
yield return null; |
|
||||
} |
|
||||
|
|
||||
|
|
||||
public IEnumerator PolluteAction() |
|
||||
{ |
|
||||
AttackDamage(enemyNode.currentActionScript.colA, 1); |
|
||||
RandomPollute(getNodeTools.getAllNotBlackNodes(), 6); |
|
||||
yield return new WaitForSeconds(0.5f); |
|
||||
} |
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
} |
|
||||
@ -1,11 +0,0 @@ |
|||||
fileFormatVersion: 2 |
|
||||
guid: 0d79ad6169a7e3249929c9b64a492eec |
|
||||
MonoImporter: |
|
||||
externalObjects: {} |
|
||||
serializedVersion: 2 |
|
||||
defaultReferences: [] |
|
||||
executionOrder: 0 |
|
||||
icon: {instanceID: 0} |
|
||||
userData: |
|
||||
assetBundleName: |
|
||||
assetBundleVariant: |
|
||||
@ -1,165 +0,0 @@ |
|||||
using System.Collections; |
|
||||
using System.Collections.Generic; |
|
||||
using System.Linq; |
|
||||
using UnityEngine; |
|
||||
|
|
||||
public class BoundSoul : Enemy |
|
||||
{ |
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
private void Start() |
|
||||
{ |
|
||||
enemyNode = GetComponent<EnemyNode>(); |
|
||||
enemyNode.sufferAbnormalCondition(AbnormalCondition.parasitism, 1); |
|
||||
enemyNode.sufferAbnormalCondition(AbnormalCondition.Buff_BoundSoul, 1); |
|
||||
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 1.0f); |
|
||||
|
|
||||
GameManager.Instance.PlayerMove += SettleRangeAttack; |
|
||||
} |
|
||||
|
|
||||
private void OnDestroy() |
|
||||
{ |
|
||||
if(GameManager.Instance!=null) |
|
||||
GameManager.Instance.PlayerMove -= SettleRangeAttack; |
|
||||
} |
|
||||
public override void SettleRangeAttack() |
|
||||
{ |
|
||||
switch (enemyNode.currentActionScript) |
|
||||
{ |
|
||||
case EnemyActionAction_Attack: |
|
||||
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn)); |
|
||||
break; |
|
||||
|
|
||||
} |
|
||||
} |
|
||||
|
|
||||
public override void BoolCheck() |
|
||||
{ |
|
||||
switch (enemyNode.currentActionScript) |
|
||||
{ |
|
||||
case EnemyActionAction_Attack: |
|
||||
canMove = true; |
|
||||
canAttack = true; |
|
||||
canAoe = false; |
|
||||
break; |
|
||||
} |
|
||||
} |
|
||||
public override void ActionValRandom() |
|
||||
{ |
|
||||
switch (enemyNode.currentActionScript) |
|
||||
{ |
|
||||
case EnemyActionAction_Attack: |
|
||||
enemyNode.currentActionScript.colA = MathTool.RandomTarget(enemyNode.EnemyState.damage, 0.1f); |
|
||||
enemyNode.currentActionScript.colB = 2; |
|
||||
break; |
|
||||
} |
|
||||
} |
|
||||
|
|
||||
private void Update() |
|
||||
{ |
|
||||
if (enemyNode!=null&&enemyNode.currentActionScript != null) |
|
||||
{ |
|
||||
if (MapUnityManager.Instance.enemyNodeCount > 15) |
|
||||
{ |
|
||||
enemyNode.currentActionScript.colB=3; |
|
||||
} |
|
||||
else |
|
||||
{ |
|
||||
enemyNode.currentActionScript.colB =2; |
|
||||
} |
|
||||
enemyNode.enemy.SettlePlannText(enemyNode.enemy.enemyAction); |
|
||||
} |
|
||||
|
|
||||
} |
|
||||
public override void SettlePlannText(EnemyAction currentAction) |
|
||||
{ |
|
||||
switch (currentAction) |
|
||||
{ |
|
||||
case EnemyActionAction_Attack: |
|
||||
//改变文本
|
|
||||
string attackText = enemyNode.DamageCalculation(enemyNode.currentActionScript.colA).ToString(); |
|
||||
string stepRangeText = enemyNode.getStepRange().ToString(); |
|
||||
enemyNode.currentActionScript.SettleText(enemyNode,attackText+"*"+ enemyNode.currentActionScript.colB.ToString(), "造成"+attackText +"点伤害"+ enemyNode.currentActionScript.colB+"次并至多移动" +stepRangeText +"个格子"); |
|
||||
break; |
|
||||
|
|
||||
} |
|
||||
|
|
||||
} |
|
||||
public override IEnumerator JudgeActionCoroutine()//等移动到位置就判断是否还能走
|
|
||||
{ |
|
||||
Debug.Log("真正行动是:" + enemyAction); |
|
||||
switch (enemyAction) |
|
||||
{ |
|
||||
case EnemyActionAction_Attack: |
|
||||
yield return StartCoroutine(MeleeAttackAction()); |
|
||||
break; |
|
||||
} |
|
||||
} |
|
||||
|
|
||||
public override IEnumerator MeleeAttackAction() |
|
||||
{ |
|
||||
MapUnity currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY); |
|
||||
int damageCount = 2; |
|
||||
if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange)) |
|
||||
{ |
|
||||
if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm)) |
|
||||
{ |
|
||||
yield return StartCoroutine(enemyNode.MeleeAttackAim()); |
|
||||
// enemyNode.anim.SetTrigger("MeleeAttack");
|
|
||||
// yield return new WaitForSeconds(0.5f);
|
|
||||
if (MapUnityManager.Instance.enemyNodeCount>15) |
|
||||
{ |
|
||||
damageCount++; |
|
||||
} |
|
||||
AttackDamage(enemyNode.currentActionScript.colA, enemyNode.currentActionScript.colB); |
|
||||
} |
|
||||
} |
|
||||
else |
|
||||
{ |
|
||||
yield return StartCoroutine(moveTowardsPlayer()); |
|
||||
yield return new WaitForSeconds(1); |
|
||||
currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY); |
|
||||
if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange)) |
|
||||
{ |
|
||||
if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm)) |
|
||||
{ |
|
||||
yield return StartCoroutine(enemyNode.MeleeAttackAim()); |
|
||||
// enemyNode.anim.SetTrigger("MeleeAttack");
|
|
||||
// yield return new WaitForSeconds(0.5f);
|
|
||||
if (MapUnityManager.Instance.enemyNodeCount > 15) |
|
||||
{ |
|
||||
damageCount++; |
|
||||
} |
|
||||
AttackDamage(enemyNode.EnemyState.damage, damageCount); |
|
||||
} |
|
||||
} |
|
||||
} |
|
||||
} |
|
||||
|
|
||||
} |
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
@ -1,11 +0,0 @@ |
|||||
fileFormatVersion: 2 |
|
||||
guid: d259254ccfef91d4087ce9c39e136cd0 |
|
||||
MonoImporter: |
|
||||
externalObjects: {} |
|
||||
serializedVersion: 2 |
|
||||
defaultReferences: [] |
|
||||
executionOrder: 0 |
|
||||
icon: {instanceID: 0} |
|
||||
userData: |
|
||||
assetBundleName: |
|
||||
assetBundleVariant: |
|
||||
@ -1,186 +0,0 @@ |
|||||
using System; |
|
||||
using System.Collections; |
|
||||
using System.Collections.Generic; |
|
||||
using System.Linq; |
|
||||
using UnityEngine; |
|
||||
using UnityEngine.UIElements; |
|
||||
|
|
||||
public class Climavista : Enemy |
|
||||
{ |
|
||||
|
|
||||
|
|
||||
|
|
||||
private void Start() |
|
||||
{ |
|
||||
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shield), 0.7f); |
|
||||
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.summon), 0.3f); |
|
||||
enemyNode = GetComponent<EnemyNode>(); |
|
||||
enemyNode.sufferAbnormalCondition(AbnormalCondition.halfDamageInBlack, 1); |
|
||||
} |
|
||||
|
|
||||
private void OnEnable() |
|
||||
{ |
|
||||
|
|
||||
|
|
||||
} |
|
||||
public override IEnumerator JudgeActionCoroutine()//等移动到位置就判断是否还能走
|
|
||||
{ |
|
||||
Debug.Log("真正行动是:" + enemyAction); |
|
||||
switch (enemyAction) |
|
||||
{ |
|
||||
case EnemyActionAction_Shield: |
|
||||
yield return StartCoroutine(ShieldAction()); |
|
||||
break; |
|
||||
case EnemyAction_Summon: |
|
||||
yield return StartCoroutine(SummonAction()); |
|
||||
break; |
|
||||
} |
|
||||
|
|
||||
} |
|
||||
|
|
||||
public override void BoolCheck() |
|
||||
{ |
|
||||
switch (enemyNode.currentActionScript) |
|
||||
{ |
|
||||
case EnemyActionAction_Shield: |
|
||||
canMove = false; |
|
||||
canAttack = false; |
|
||||
canAoe = false; |
|
||||
break; |
|
||||
case EnemyAction_Summon: |
|
||||
canMove = false; |
|
||||
canAttack = false; |
|
||||
canAoe = false; |
|
||||
break; |
|
||||
} |
|
||||
} |
|
||||
|
|
||||
public override void ActionValRandom() |
|
||||
{ |
|
||||
switch (enemyNode.currentActionScript) |
|
||||
{ |
|
||||
case EnemyActionAction_Shield: |
|
||||
enemyNode.currentActionScript.colA = MathTool.RandomTarget(15, 0.1f); |
|
||||
break; |
|
||||
} |
|
||||
} |
|
||||
public override void SettlePlannText(EnemyAction currentAction) |
|
||||
{ |
|
||||
switch (currentAction) |
|
||||
{ |
|
||||
case EnemyActionAction_Shield: |
|
||||
//改变文本
|
|
||||
enemyNode.currentActionScript.SettleText(enemyNode, enemyNode.currentActionScript.colA.ToString(), "对生命值最低的一个单位施加" + enemyNode.currentActionScript.colA.ToString() + "点护盾"); |
|
||||
break; |
|
||||
case EnemyAction_Summon: |
|
||||
enemyNode.currentActionScript.SettleText(enemyNode, "", "复制一个当前状态的酸雨云"); |
|
||||
break; |
|
||||
} |
|
||||
|
|
||||
} |
|
||||
|
|
||||
public override IEnumerator ShieldAction() |
|
||||
{ |
|
||||
int minHp = 100; |
|
||||
int index = 0; |
|
||||
for (int i = 0; i < EnemyManager.Instance.enemySpeedSortingList.Count; i++) |
|
||||
{ |
|
||||
if ((int)EnemyManager.Instance.enemySpeedSortingList[i].EnemyState.currentHP < minHp) |
|
||||
{ |
|
||||
minHp = (int)EnemyManager.Instance.enemySpeedSortingList[i].EnemyState.currentHP; |
|
||||
index = i; |
|
||||
} |
|
||||
} |
|
||||
EnemyManager.Instance.enemySpeedSortingList[index].EnemyState.shieldValue += EnemyManager.Instance.enemySpeedSortingList[index].ShieldCalculation(enemyNode.currentActionScript.colA); |
|
||||
yield return new WaitForSeconds(0.5f); |
|
||||
} |
|
||||
|
|
||||
public void RandomTurnHandCardTempIsDisposable(int num) |
|
||||
{ |
|
||||
HashSet < CardEntity > targetSet= MathTool.GetRandomElements(new HashSet<CardEntity>(TurnMaster.Instance.handCard.cardEntityList), num); |
|
||||
foreach(CardEntity cardEntity in targetSet) |
|
||||
{ |
|
||||
cardEntity.tempIsDisposable = true; |
|
||||
} |
|
||||
} |
|
||||
public IEnumerator SummonAction() |
|
||||
{ |
|
||||
GameObject target= null; |
|
||||
MapUnity currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY); |
|
||||
HashSet<MapUnity> set = new HashSet<MapUnity> { GameManager.Instance.playerOn }; |
|
||||
getNodeTools.getCircleNode(set, 1); |
|
||||
HashSet<MapUnity> targetSet = MathTool.GetRandomElements(set,1); |
|
||||
MapUnity enemyMapunity=targetSet.ElementAt(0); |
|
||||
EnemyNode targetEnemy=new EnemyNode(); |
|
||||
for (int i = 0; i < EnemyManager.Instance.enemySpeedSortingList.Count; i++) |
|
||||
{ |
|
||||
if (EnemyManager.Instance.enemySpeedSortingList[i].enemyScript==EnemyNode.EnemyScript.AcidRainCloud) |
|
||||
{ |
|
||||
target = EnemyManager.Instance.enemySpeedSortingList[i].GetComponent<GameObject>(); |
|
||||
targetEnemy=EnemyManager.Instance.enemySpeedSortingList[i]; |
|
||||
} |
|
||||
} |
|
||||
if (target == null||enemyMapunity==null) |
|
||||
{ |
|
||||
yield return null; |
|
||||
} |
|
||||
List<GameObject> enemyPrefabList = EnemyPool.getEnemyPrefab(new List<string> { Name.EnemyName.AcidRainCloud }); |
|
||||
HashSet<MapUnity> allCanUseNode = getNodeTools.getAllCanUseNode(); |
|
||||
if (enemyPrefabList.Count > 0) |
|
||||
{ |
|
||||
foreach (var enemyPrefab in enemyPrefabList) |
|
||||
{ |
|
||||
MapUnity currentMapUnity = allCanUseNode.ElementAt(UnityEngine.Random.Range(0, allCanUseNode.Count)); |
|
||||
var currentEnemy = Instantiate(enemyPrefab, currentMapUnity.transform.position, enemyPrefab.transform.rotation); |
|
||||
EnemyNode enemynode = currentEnemy.GetComponent<EnemyNode>(); |
|
||||
enemynode.positionX = currentMapUnity.locationX; |
|
||||
enemynode.positionY = currentMapUnity.locationY; |
|
||||
enemynode.StartPosition(); |
|
||||
enemynode.EnemyState.copy(targetEnemy.EnemyState); |
|
||||
//enemynode.EnemyState == targetEnemy.EnemyState;
|
|
||||
allCanUseNode.Remove(currentMapUnity); |
|
||||
yield return new WaitForSeconds(0.5f); |
|
||||
} |
|
||||
} |
|
||||
/*var currentenemy = Instantiate(target, this.transform.position, this.transform.rotation); |
|
||||
EnemyNode newEnemyNode = currentenemy.GetComponent<EnemyNode>(); |
|
||||
newEnemyNode.positionX = enemyMapunity.locationX; |
|
||||
newEnemyNode.positionY = enemyMapunity.locationY; |
|
||||
MapUnity newNode = getNodeTools.LocationToGetNode(newEnemyNode.positionX, newEnemyNode.positionY); |
|
||||
newNode.enemyNode = newEnemyNode;*/ |
|
||||
yield return new WaitForSeconds(0.5f); |
|
||||
} |
|
||||
|
|
||||
|
|
||||
public IEnumerator PolluteAction() |
|
||||
{ |
|
||||
AttackDamage(5,1); |
|
||||
RandomPollute(getNodeTools.getAllNotBlackNodes(), 6); |
|
||||
yield return new WaitForSeconds(0.5f); |
|
||||
} |
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
} |
|
||||
Some files were not shown because too many files changed in this diff
Loading…
Reference in new issue