| | |
| | | /// An agent will follow a path of nodes |
| | | /// NavMeshAgent和AttackAffector是必须得加入的EntityNode. |
| | | /// </summary> |
| | | [RequireComponent(typeof(NavMeshAgent)), RequireComponent(typeof(AttackAffector))] |
| | | [RequireComponent(typeof(NavMeshAgent))] |
| | | public abstract class Agent : Targetable |
| | | { |
| | | /// <summary> |
| | |
| | | /// </summary> |
| | | protected bool isSlowDown; |
| | | |
| | | private bool isFrost; |
| | | |
| | | /// <summary> |
| | | /// 是否处于冰冻状态 |
| | | /// </summary> |
| | | protected bool isFrost; |
| | | /// <value></value> |
| | | public bool IsFrost |
| | | { |
| | | get { return isFrost; } |
| | | set |
| | | { |
| | | if (!isFrost) |
| | | { |
| | | if (value) |
| | | { |
| | | EndlessGameUI.instance.FloatFrostWord(transform.position); |
| | | PlaySlowDownEffect(); |
| | | CanMove = false; |
| | | } |
| | | } |
| | | else |
| | | { |
| | | if (!value) |
| | | { |
| | | StopSlowDownEffect(); |
| | | CanMove = true; |
| | | } |
| | | } |
| | | |
| | | isFrost = value; |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 冰冻剩余时间,< 0时解除冰冻,冰冻期间不会被再次冰冻 |
| | | /// </summary> |
| | | public float FrostRemainTime { get; set; } |
| | | |
| | | /// <summary> |
| | | /// 中毒粒子特效 |
| | |
| | | public ParticleSystem SlowDownParticle; |
| | | |
| | | /// <summary> |
| | | /// 冰冻特效 |
| | | /// </summary> |
| | | public ParticleSystem FrostParticle; |
| | | |
| | | /// <summary> |
| | | /// 被火技能攻击特效 |
| | | /// </summary> |
| | | public ParticleSystem FireSkillParticle; |
| | | |
| | | |
| | | /// <summary> |
| | | /// 降低移动速度. |
| | |
| | | speedSlowRate = 0.5f; |
| | | } |
| | | |
| | | private bool _HasSlowDownText; |
| | | public bool HasSlowDownText |
| | | { |
| | | set |
| | | { |
| | | _HasSlowDownText = value; |
| | | } |
| | | get |
| | | { |
| | | return _HasSlowDownText; |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 怪物中毒. |
| | | /// </summary> |
| | | /// <param name="damage"></param> |
| | | public void poisonAgent(float damage, int attid) |
| | | { |
| | | if (this.poisonTimes >= 1) return; |
| | | if (poisonTimes >= 1) return; |
| | | |
| | | if (!isPoison) |
| | | { |
| | |
| | | PoisonParticle.Play(); |
| | | } |
| | | |
| | | this.poisonTimes++; |
| | | this.poisonAttid = attid; |
| | | this.poisonHurt = (float)Math.Floor(this.configuration.maxHealth / 20.0f); |
| | | this.timeToPoisonHurt = 1.0f; |
| | | poisonTimes++; |
| | | poisonAttid = attid; |
| | | poisonHurt = (float)Math.Floor(configuration.maxHealth / 20.0f); |
| | | timeToPoisonHurt = 1.0f; |
| | | } |
| | | |
| | | public bool bInPoison { get { return this.poisonHurt > 0; } } |
| | | public bool bInPoison { get { return poisonHurt > 0; } } |
| | | |
| | | /// <summary> |
| | | /// 处理中毒相关的数据 |
| | |
| | | /// <param name="time"></param> |
| | | protected void updatePoison(float time) |
| | | { |
| | | this.timeToPoisonHurt -= time; |
| | | if (this.timeToPoisonHurt <= 0) |
| | | timeToPoisonHurt -= time; |
| | | if (timeToPoisonHurt <= 0) |
| | | { |
| | | Vector3 backPos = this.transform.position; |
| | | this.TakeDamage(poisonHurt, this.transform.position, null, poisonAttid); |
| | | Vector3 backPos = transform.position; |
| | | TakeDamage(poisonHurt, transform.position, null, poisonAttid); |
| | | // if ((poisonHurt > 0) && (!opponentAgent)) |
| | | // { |
| | | // if (GameUI.instanceExists) |
| | |
| | | |
| | | public bool bInDeathState |
| | | { |
| | | get { return this.bInDeathAct; } |
| | | get { return bInDeathAct; } |
| | | set { bInDeathAct = value; } |
| | | } |
| | | |
| | |
| | | |
| | | public NavMeshAgent navMeshAgent |
| | | { |
| | | get { return this.m_NavMeshAgent; } |
| | | get { return m_NavMeshAgent; } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | |
| | | public float distanceToDest |
| | | { |
| | | get { return this.m_DisToDestination; } |
| | | get { return m_DisToDestination; } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | public int WoodAimCount { get; set; } |
| | | |
| | | /// <summary> |
| | | /// 血条的引用 |
| | | /// </summary> |
| | | public AgentBlood BloodBar { get; set; } |
| | | |
| | | /// <summary> |
| | | /// 更新怪物的移动速度。 |
| | | /// </summary> |
| | | /// <param name="fscale"></param> |
| | |
| | | /// <param name="coinDrop"></param> 设置当前小怪的金币掉落数据 |
| | | public void SetAgentData(float health, float moveSpeed = -1, int coinDrop = 0) |
| | | { |
| | | this.configuration.maxHealth = health; |
| | | this.configuration.startingHealth = health; |
| | | this.configuration.SetMaxHealth(health); |
| | | this.configuration.Init(); |
| | | this.configuration.SetHealth(health); |
| | | SpawnBlood(); |
| | | BloodBar.SetCurrentBlood(1f, false); |
| | | configuration.maxHealth = health; |
| | | configuration.startingHealth = health; |
| | | configuration.SetMaxHealth(health); |
| | | configuration.Init(); |
| | | configuration.SetHealth(health); |
| | | |
| | | // 只有在速度大于零的情况下才会设置. |
| | | if (moveSpeed > 0) |
| | |
| | | mLootDrop.lootDropped = coinDrop; |
| | | |
| | | mAgentData.speed = fMoveSpeed; |
| | | mAgentData.hp = this.configuration.maxHealth; |
| | | mAgentData.hp = configuration.maxHealth; |
| | | |
| | | // |
| | | mStartYVal = this.transform.position.y; |
| | | mStartZVal = this.transform.position.z; |
| | | mStartYVal = transform.position.y; |
| | | mStartZVal = transform.position.z; |
| | | |
| | | speedSlowRate = 0.0f; |
| | | poisonHurt = 0; |
| | |
| | | poisonTimes = 0; |
| | | timeToPoisonHurt = 0; |
| | | CanMove = true; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 生成血条 |
| | | /// </summary> |
| | | /// <param name="agent"></param> |
| | | private void SpawnBlood() |
| | | { |
| | | if (BloodBar == null) |
| | | { |
| | | GameObject prefab = Resources.Load<GameObject>("Prefabs/AgentBlood"); |
| | | GameObject obj = Instantiate(prefab); |
| | | BloodBar = obj.GetComponent<AgentBlood>(); |
| | | GameObject bloodUI = GameObject.Find("MainUI/BloodUI"); |
| | | obj.transform.SetParent(bloodUI.transform, false); |
| | | AgentBlood agentBlood = obj.GetComponent<AgentBlood>(); |
| | | agentBlood.Target = this; |
| | | |
| | | configuration.died += agentBlood.OnDied; |
| | | configuration.healthChanged += agentBlood.OnHealthChanged; |
| | | } |
| | | BloodBar.Hide(); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | // 需要设置移动的目标Node. |
| | | m_NextNode = m_CurrentNode.GetNextNode(); |
| | | |
| | | this.MoveToNode(); |
| | | MoveToNode(); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | protected virtual void SetAgentStopBuff(buffinfo binfo) |
| | | { |
| | | MoveStopTime = binfo.last / 1000; |
| | | |
| | | if (!isFrost) |
| | | { |
| | | isFrost = true; |
| | | |
| | | if (FrostParticle != null) |
| | | FrostParticle.Play(); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | ps?.Play(); |
| | | } |
| | | |
| | | if (BloodBar) |
| | | Destroy(BloodBar.gameObject); |
| | | // 统一管理器内删除当前的Agent: |
| | | AgentInsManager.instance.removeAgent(this); |
| | | if (EnemyData != null) |
| | |
| | | m_NavMeshAgent.enabled = false; |
| | | |
| | | // 必须要重置数据,不然会有一系列的小Bug. |
| | | this.m_CurrentNode = null; |
| | | m_CurrentNode = null; |
| | | m_NextNode = null; |
| | | |
| | | this.liveID = this.liveID + 1; |
| | | liveID = liveID + 1; |
| | | |
| | | speedSlowRate = 0.0f; |
| | | poisonHurt = 0; |
| | | poisonAttid = 0; |
| | | poisonTimes = 0; |
| | | timeToPoisonHurt = 0; |
| | | isFrost = false; |
| | | IsFrost = false; |
| | | bInDeathAct = false; |
| | | ChangeState(AgentActionState.Move); |
| | | configuration.ClearShieldWall(); |
| | | |
| | | StopFrostParticle(); |
| | | |
| | | if (WoodAimCount > 0) |
| | | WoodAimCount = 0; |
| | | StopWoodAimEffect(); |
| | | //this.SetTargetableMatColor(Color.white); |
| | | //SetTargetableMatColor(Color.white); |
| | | |
| | | // 删除当前停止特效和状态. |
| | | if (MoveStopTime > 0) |
| | |
| | | } |
| | | |
| | | // 停止DoTween动画. |
| | | this.transform.DOKill(); |
| | | |
| | | Poolable.TryPool(gameObject); |
| | | } |
| | | |
| | | private void StopFrostParticle() |
| | | { |
| | | if (FrostParticle != null) |
| | | FrostParticle.Stop(); |
| | | transform.DOKill(); |
| | | Destroy(gameObject); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | |
| | | // |
| | | // 设置一个DOTween队列,让场景内刷出来的Agent有一个变大淡出的效果,此时是无敌效果加持. |
| | | this.configuration.bInvincible = true; |
| | | mDefaultScale = this.transform.localScale; |
| | | configuration.bInvincible = true; |
| | | mDefaultScale = transform.localScale; |
| | | Sequence agentTweenSeq = DOTween.Sequence(); |
| | | var ss = mDefaultScale * 0.3f; |
| | | this.transform.localScale = this.transform.localScale * 0.3f; |
| | | Tweener agScale = this.transform.DOScale(mDefaultScale, 0.3f); |
| | | transform.localScale = transform.localScale * 0.3f; |
| | | Tweener agScale = transform.DOScale(mDefaultScale, 0.3f); |
| | | agentTweenSeq.Append(agScale); |
| | | agentTweenSeq.AppendCallback(beDamageStart); |
| | | |
| | | this.nodeMoveUpdate = false; |
| | | nodeMoveUpdate = false; |
| | | |
| | | // 获取移动速度 |
| | | fMoveSpeed = this.m_NavMeshAgent.speed / 2.0f; |
| | | fMoveSpeed = m_NavMeshAgent.speed / 2.0f; |
| | | _HasSlowDownText = false; |
| | | } |
| | | |
| | | protected void beDamageStart() |
| | | { |
| | | this.configuration.bInvincible = false; |
| | | configuration.bInvincible = false; |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// </summary> |
| | | public void ResetAgentToInitialPos() |
| | | { |
| | | if (!this.initNode) return; |
| | | if (!initNode) return; |
| | | |
| | | Vector3 initPos = this.initNode.GetRandomPointInNodeArea(); |
| | | Vector3 initPos = initNode.GetRandomPointInNodeArea(); |
| | | transform.position = initPos; |
| | | ResetPositionData(); |
| | | |
| | | this.SetNode(initNode, -1); |
| | | SetNode(initNode, -1); |
| | | |
| | | // 更新AgentMgr,确保不再攻击回到原点的Agent. |
| | | AgentInsManager.instance.updateInsMgrPos(this.opponentAgent); |
| | | AgentInsManager.instance.updateInsMgrPos(opponentAgent); |
| | | |
| | | } |
| | | |
| | |
| | | if (configuration.bInvincible) return; |
| | | |
| | | // 只有处于非PosEffect状态才可以有这个状态. |
| | | var posResetEff = this.GetComponent<AgentResetPosEffect>(); |
| | | var posResetEff = GetComponent<AgentResetPosEffect>(); |
| | | if (posResetEff == null) |
| | | { |
| | | posResetEff = this.gameObject.AddComponent<AgentResetPosEffect>(); |
| | | posResetEff = gameObject.AddComponent<AgentResetPosEffect>(); |
| | | |
| | | // 初始化当前的PosResetEffect |
| | | posResetEff.Initialize(3, AgentInsManager.instance.posResetFx); |
| | |
| | | MoveStopTime = 0.0f; |
| | | } |
| | | |
| | | private void PlaySlowDownEffect() |
| | | { |
| | | if (SlowDownParticle != null) |
| | | SlowDownParticle.Play(); |
| | | } |
| | | |
| | | private void StopSlowDownEffect() |
| | | { |
| | | if (SlowDownParticle != null && !isSlowDown && !IsFrost) |
| | | { |
| | | SlowDownParticle.Stop(); |
| | | SlowDownParticle.Clear(); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 根据帧间的时间,来更新Agent的位置信息,其它信息直接删除. |
| | | /// 1: |
| | |
| | | /// <param name="deltaTime"></param> |
| | | protected void updateAgentPos(float deltaTime) |
| | | { |
| | | if ((!m_CurrentNode) || (!m_NextNode)) |
| | | return; |
| | | |
| | | // 是否处于停止状态. |
| | | if (MoveStopTime > 0) |
| | | { |
| | | MoveStopTime -= Time.deltaTime; |
| | | if (MoveStopTime <= 0) |
| | | { |
| | | StopFrostParticle(); |
| | | MoveStopTime = 0; |
| | | } |
| | | else |
| | | return; |
| | | } |
| | | |
| | | if (this.fMoveSpeed == 0) |
| | | { |
| | | Debug.Log("当前的移动为零:" + fMoveSpeed); |
| | | return; |
| | | } |
| | | if (!m_CurrentNode || !m_NextNode || fMoveSpeed <= 0.0001f) return; |
| | | |
| | | float finalSpeed = fMoveSpeed * (1 - speedSlowRate); |
| | | |
| | | if (speedSlowRate > 0 && !isSlowDown) |
| | | { |
| | | isSlowDown = true; |
| | | |
| | | if (SlowDownParticle != null) |
| | | SlowDownParticle.Play(); |
| | | PlaySlowDownEffect(); |
| | | } |
| | | else if (speedSlowRate == 0 && isSlowDown) |
| | | { |
| | | isSlowDown = false; |
| | | |
| | | if (SlowDownParticle != null) |
| | | { |
| | | SlowDownParticle.Stop(); |
| | | SlowDownParticle.Clear(); |
| | | } |
| | | StopSlowDownEffect(); |
| | | } |
| | | |
| | | Vector3 curPos = m_NavMeshAgent.transform.position; |
| | |
| | | // 根据是否到达一个结点来进行不同的处理 |
| | | if (swithNode) |
| | | { |
| | | this.MoveToNextNode(m_NextNode); |
| | | MoveToNextNode(m_NextNode); |
| | | } |
| | | else |
| | | { |
| | | // Y值插值. |
| | | float lerpVal = (curPos.z - mStartZVal) / (m_Destination.transform.position.z - mStartZVal); |
| | | if (!this.opponentAgent) |
| | | if (!opponentAgent) |
| | | // curPos.y = mStartYVal + lerpVal * 60f; |
| | | curPos.y = mStartYVal; |
| | | m_NavMeshAgent.transform.position = curPos; |
| | |
| | | /// </summary> |
| | | protected virtual void LateUpdate() |
| | | { |
| | | this.UpdateAction(); |
| | | UpdateAction(); |
| | | HandleShieldWall(); |
| | | HandleFrost(); |
| | | |
| | | // 处理死亡状态了,不必再移动: |
| | | if (bInDeathAct || !CanMove) return; |
| | |
| | | updateAgentPos(Time.deltaTime); |
| | | |
| | | // 计算离目标的距离,非最终距离,只用于比较大小 |
| | | this.m_DisToDestination = this.GetDisToDestination(); |
| | | m_DisToDestination = GetDisToDestination(); |
| | | |
| | | // 计算中毒相关. |
| | | if ((poisonTimes > 0) && (poisonHurt > 0)) |
| | | updatePoison(Time.deltaTime); |
| | | } |
| | | |
| | | private void HandleFrost() |
| | | { |
| | | if (IsFrost) |
| | | { |
| | | if (FrostRemainTime > 0f) |
| | | { |
| | | FrostRemainTime -= Time.deltaTime; |
| | | |
| | | if (FrostRemainTime <= 0f) |
| | | IsFrost = false; |
| | | } |
| | | else |
| | | IsFrost = false; |
| | | } |
| | | } |
| | | |
| | | protected virtual void Update() |
| | |
| | | { |
| | | /* // 设置最大的Z值,确保按路线移动 |
| | | Vector3 pos = m_NavMeshAgent.transform.position; |
| | | if (this.m_PositiveZ) |
| | | if (m_PositiveZ) |
| | | { |
| | | if (pos.z > m_ZMaxValue) |
| | | { |
| | |
| | | } |
| | | } |
| | | // 设置X值的限制,确保按路线移动 |
| | | if(this.m_PositiveX) |
| | | if(m_PositiveX) |
| | | { |
| | | if( pos.x > m_XMaxValue) |
| | | { |
| | |
| | | tmpDis += NODE_DIS; |
| | | tmpNode = tmpNode.GetNextNode(); |
| | | } |
| | | Vector3 tpos = this.position; |
| | | Vector3 tpos = position; |
| | | tpos.y = mStartYVal; |
| | | tmpDis += Vector3.Distance(tpos, this.m_Destination.transform.position); |
| | | tmpDis += Vector3.Distance(tpos, m_Destination.transform.position); |
| | | |
| | | return tmpDis; |
| | | } |