using Core.Utilities;
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using UnityEngine;
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/**
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* 泡泡炸弹
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* @Author: chenxin
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* @Date: 2020-11-03 17:26:27
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*/
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namespace TowerDefense.Agents
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{
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public class BubbleBombAgent : Agent
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{
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/// <summary>
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/// 外部赋值,唯一标识一个泡泡炸弹代理
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/// </summary>
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public int Id { get; set; }
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/// <summary>
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/// 正常的特效
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/// </summary>
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public ParticleSystem NormalEffect;
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/// <summary>
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/// 爆炸的特效
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/// </summary>
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public ParticleSystem ExplodeEffect;
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/// <summary>
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/// Peforms the relevant path update
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/// 执行相关路径更新
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/// </summary>
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protected override void PathUpdate()
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{
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}
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/// <summary>
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/// The behaviour for when the agent has been blocked
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/// 代理被阻止时的行为
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/// </summary>
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protected override void OnPartialPathUpdate()
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{
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}
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/// <summary>
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/// 重置数据
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/// </summary>
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public void Reset()
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{
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CanMove = true;
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bInDeathState = false;
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}
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/// <summary>
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/// 播放正常状态的特效
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/// </summary>
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public void PlayNormalEffect()
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{
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if (NormalEffect != null)
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NormalEffect.Play();
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}
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/// <summary>
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/// 停止正常状态的特效
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/// </summary>
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public void StopNormalEffect()
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{
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if (NormalEffect != null)
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{
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NormalEffect.Stop();
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NormalEffect.Clear();
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}
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}
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/// <summary>
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/// 播放爆炸的特效
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/// </summary>
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public void PlayExplodeEffect()
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{
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if (ExplodeEffect != null)
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ExplodeEffect.Play();
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}
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/// <summary>
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/// 停止爆炸特效
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/// </summary>
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public void StopExplodeEffect()
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{
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if (ExplodeEffect != null)
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{
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ExplodeEffect.Stop();
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ExplodeEffect.Clear();
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}
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}
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/// <summary>
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/// 获取爆炸特效持续时间,该时间过后会回收gameObject
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/// </summary>
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public float GetExplodeTime()
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{
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return 1.15f;
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}
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protected override void Update()
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{
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}
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}
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}
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