| | |
| | | using System; |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using System.ComponentModel; |
| | | using ActionGameFramework.Health; |
| | | using Core.Health; |
| | |
| | | using TowerDefense.Economy; |
| | | using TowerDefense.Level; |
| | | using TowerDefense.Nodes; |
| | | using TowerDefense.UI.HUD; |
| | | using UnityEngine; |
| | | using UnityEngine.AI; |
| | | |
| | |
| | | /// <summary> |
| | | /// 动画器. |
| | | /// </summary> |
| | | protected Animator mAnim; |
| | | public Animator ActionAnimator; |
| | | |
| | | protected AnimationClip[] clips; |
| | | |
| | | protected bool bInDeathAct = false; |
| | | |
| | |
| | | public bool bInDeathState |
| | | { |
| | | get { return this.bInDeathAct; } |
| | | set { bInDeathAct = value; } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | get { return this.m_NavMeshAgent; } |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 是否显示目标位置信息 |
| | | /// </summary> |
| | | public bool bShowDebugNode = false; |
| | | |
| | | |
| | | /// <summary> |
| | | /// 持续寻路,起到寻路成功 |
| | | /// </summary> |
| | | protected bool nodeMoveUpdate = false; |
| | | |
| | | /// <summary> |
| | | /// 代理的类型 |
| | | /// </summary> |
| | | public SpawnAgentType AgentType { get; set; } = SpawnAgentType.Normal; |
| | | |
| | | |
| | | /// <summary> |
| | | /// 无尽模式小怪对应 endless_enemy表中数据 |
| | | /// </summary> |
| | | public endless_enemy EnemyData { get; set; } |
| | | |
| | | /// <summary> |
| | | /// Accessor to <see cref="m_NavMeshAgent"/> |
| | |
| | | /// </summary> |
| | | public float originalMovementSpeed { get; protected set; } |
| | | |
| | | /// <summary> |
| | | /// 小怪的动作状态 |
| | | /// </summary> |
| | | public AgentActionState ActionState { get; protected set; } |
| | | |
| | | private string paramName = "AgentActionState"; |
| | | |
| | | /// <summary> |
| | | /// 外部赋值,唯一标识一个代理 |
| | | /// </summary> |
| | | public int Id { get; set; } |
| | | |
| | | private Tween repelTween; |
| | | |
| | | /// <summary> |
| | | /// 击退距离 |
| | | /// </summary> |
| | | protected float repelDistance { get; set; } = 7f; |
| | | |
| | | /// <summary> |
| | | /// 击退时间间隔 |
| | | /// </summary> |
| | | protected float repelTime { get; set; } = 0.5f; |
| | | |
| | | /// <summary> |
| | | /// 是否受到木属性强化子弹攻击 |
| | | /// </summary> |
| | | public bool IsEnhancedBulletAttack { get; set; } |
| | | |
| | | /// <summary> |
| | | /// 木属性精灵瞄准小怪特效 |
| | | /// </summary> |
| | | public ParticleSystem WoodAimEffect; |
| | | |
| | | /// <summary> |
| | | /// 有几个木属性精灵瞄准了Agent |
| | | /// </summary> |
| | | public int WoodAimCount { get; set; } |
| | | |
| | | /// <summary> |
| | | /// 更新怪物的移动速度。 |
| | |
| | | { |
| | | this.configuration.maxHealth = health; |
| | | this.configuration.startingHealth = health; |
| | | this.configuration.SetMaxHealth(health); |
| | | this.configuration.Init(); |
| | | this.configuration.SetHealth(health); |
| | | |
| | |
| | | /// 处理Agent的锁定Buf,播放特效,设置速度为零,并时间到达后重设数据。 |
| | | /// </summary> |
| | | /// <param name="binfo"></param> |
| | | protected void SetAgentStopBuff(buffinfo binfo) |
| | | protected virtual void SetAgentStopBuff(buffinfo binfo) |
| | | { |
| | | MoveStopTime = binfo.last / 1000; |
| | | |
| | |
| | | return true; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Agent被击退 |
| | | /// </summary> |
| | | public void AgentBeRepelled() |
| | | { |
| | | CanMove = false; |
| | | |
| | | if (repelTween != null) |
| | | repelTween.Kill(); |
| | | |
| | | Node StartingNodeList = EndlessLevelManager.instance.StartingNodeList[waveLineID]; |
| | | repelTween = transform.DOMoveZ(Mathf.Min(StartingNodeList.transform.position.z, transform.position.z + repelDistance), repelTime); |
| | | repelTween.onComplete = RepelCompleted; |
| | | } |
| | | |
| | | private void RepelCompleted() |
| | | { |
| | | CanMove = true; |
| | | repelTween = null; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Stops the navMeshAgent and attempts to return to pool |
| | | /// </summary> |
| | | public override void Remove() |
| | | { |
| | | GameObject prefab = Resources.Load<GameObject>("Prefabs/Endless/AgentDeathEffect"); |
| | | if (prefab != null) |
| | | { |
| | | GameObject obj = Poolable.TryGetPoolable(prefab); |
| | | obj.transform.position = transform.position; |
| | | ParticleSystem ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>(); |
| | | ps?.Play(); |
| | | } |
| | | |
| | | // 统一管理器内删除当前的Agent: |
| | | AgentInsManager.instance.removeAgent(this); |
| | | |
| | | if (EnemyData != null) |
| | | EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessAgentDead, EnemyData.point); |
| | | base.Remove(); |
| | | |
| | | if (m_LevelManager) m_LevelManager.DecrementNumberOfEnemies(); |
| | |
| | | poisonAttid = 0; |
| | | poisonTimes = 0; |
| | | timeToPoisonHurt = 0; |
| | | isFrost = false; |
| | | bShieldBreak = false; |
| | | bInDeathAct = false; |
| | | ChangeState(AgentActionState.Move); |
| | | configuration.ClearShieldWall(); |
| | | |
| | | StopFrostParticle(); |
| | | |
| | | if (WoodAimCount > 0) |
| | | WoodAimCount = 0; |
| | | WoodAimEffect.Stop(); |
| | | WoodAimEffect.Clear(); |
| | | //this.SetTargetableMatColor(Color.white); |
| | | |
| | | // 删除当前停止特效和状态. |
| | | if (MoveStopTime > 0) |
| | | MoveStopTime = 0.0f; |
| | | |
| | | if (repelTween != null) |
| | | { |
| | | repelTween.Kill(); |
| | | repelTween = null; |
| | | } |
| | | |
| | | // 停止DoTween动画. |
| | | this.transform.DOKill(); |
| | |
| | | |
| | | private void StopFrostParticle() |
| | | { |
| | | if (isFrost) |
| | | { |
| | | isFrost = false; |
| | | |
| | | if (FrostParticle != null) |
| | | FrostParticle.Stop(); |
| | | } |
| | | if (FrostParticle != null) |
| | | FrostParticle.Stop(); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// </summary> |
| | | public virtual void Initialize() |
| | | { |
| | | Id = GameUtils.GetId(); |
| | | ResetPositionData(); |
| | | LazyLoad(); |
| | | configuration.SetHealth(configuration.maxHealth); |
| | |
| | | /// </summary> |
| | | protected override void Awake() |
| | | { |
| | | //Debug.Log("哪里生成的?"); |
| | | base.Awake(); |
| | | LazyLoad(); |
| | | m_NavMeshAgent.enabled = false; |
| | |
| | | /// <returns></returns> |
| | | protected void UpdateAction() |
| | | { |
| | | if (!mAnim) return; |
| | | if (ActionAnimator == null) return; |
| | | |
| | | AnimatorStateInfo stateinfo = mAnim.GetCurrentAnimatorStateInfo(0); |
| | | AnimatorStateInfo stateInfo = ActionAnimator.GetCurrentAnimatorStateInfo(0); |
| | | |
| | | if (stateinfo.IsName("Die") && (stateinfo.normalizedTime >= 0.7f)) |
| | | switch (ActionState) |
| | | { |
| | | this.Remove(); |
| | | return; |
| | | case AgentActionState.Move: |
| | | break; |
| | | case AgentActionState.GetHit: |
| | | if (stateInfo.normalizedTime >= 1f) |
| | | ChangeState(AgentActionState.Move); |
| | | break; |
| | | case AgentActionState.Attack: |
| | | if (stateInfo.normalizedTime >= 1f) |
| | | { |
| | | if (isDead) |
| | | { |
| | | AgentInsManager.instance.removeAgent(this); |
| | | Remove(); |
| | | } |
| | | } |
| | | break; |
| | | case AgentActionState.Death: |
| | | if (stateInfo.normalizedTime >= 1f) |
| | | Remove(); |
| | | break; |
| | | } |
| | | else if (stateinfo.IsName("GetHit") && (stateinfo.normalizedTime >= 0.7f)) |
| | | { |
| | | mAnim.SetBool("GetHit", false); |
| | | } |
| | | else if (stateinfo.IsName("Attack") && (stateinfo.normalizedTime >= 0.9f)) |
| | | { |
| | | if (this.healthVal <= 0.1) |
| | | { |
| | | // 统一管理器内删除当前的Agent: |
| | | AgentInsManager.instance.removeAgent(this); |
| | | this.Remove(); |
| | | Debug.Log("删除多余的攻击Agent."); |
| | | return; |
| | | } |
| | | } |
| | | } |
| | | |
| | | return; |
| | | private void ChangeState(AgentActionState state) |
| | | { |
| | | if (state == ActionState) return; |
| | | |
| | | ActionState = state; |
| | | if (ActionAnimator != null) |
| | | ActionAnimator.SetInteger(paramName, (int)state); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// Reset destination when path is stale |
| | | /// River: 更新的时候,加入离最终目标的距离数据. |
| | | /// </summary> |
| | | protected virtual void Update() |
| | | protected virtual void LateUpdate() |
| | | { |
| | | this.UpdateAction(); |
| | | HandleShieldWall(); |
| | | |
| | | // 处理死亡状态了,不必再移动: |
| | | if (bInDeathAct || !CanMove) return; |
| | |
| | | // 计算中毒相关. |
| | | if ((poisonTimes > 0) && (poisonHurt > 0)) |
| | | updatePoison(Time.deltaTime); |
| | | } |
| | | |
| | | protected virtual void Update() |
| | | { |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 处理魔法护盾血量值 |
| | | /// </summary> |
| | | protected void HandleShieldWall() |
| | | { |
| | | if (configuration.IsExistShieldWall) |
| | | { |
| | | if (configuration.ShieldWallCurrentHealth <= 0.00001f) |
| | | configuration.IsExistShieldWall = false; |
| | | else if (configuration.ShieldWallEffectiveTime > 0.00001f) |
| | | { |
| | | if (configuration.ShieldWallRemainTime <= 0.00001f) |
| | | configuration.IsExistShieldWall = false; |
| | | else |
| | | configuration.ShieldWallRemainTime -= Time.deltaTime; |
| | | } |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | return tmpDis; |
| | | } |
| | | |
| | | protected ChangeMat changeMat; |
| | | /// <summary> |
| | | /// This is a lazy way of caching several components utilised by the Agent |
| | | /// </summary> |
| | |
| | | } |
| | | if (!endlessLevelManager) |
| | | endlessLevelManager = EndlessLevelManager.instance; |
| | | |
| | | if (mAnim == null) |
| | | { |
| | | foreach (Transform t in transform.GetComponentsInChildren<Transform>()) |
| | | { |
| | | if (t.name == "Model") |
| | | mAnim = t.GetComponent<Animator>(); |
| | | } |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// </summary> |
| | | public void PlayOnHit() |
| | | { |
| | | if (mAnim) |
| | | mAnim.SetBool("GetHit", true); |
| | | ChangeState(AgentActionState.GetHit); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 播放受击动画,直接从头开始播放 |
| | | /// </summary> |
| | | public void PlayOnHitImmediately() |
| | | { |
| | | ChangeState(AgentActionState.GetHit); |
| | | if (ActionAnimator) |
| | | { |
| | | ActionAnimator.Play("GetHit", 0, 0); |
| | | ActionAnimator.Update(0); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 播放火技能打击动画 |
| | | /// </summary> |
| | | public void PlayFireSkillHit() |
| | | { |
| | | if (FireSkillParticle != null) |
| | | FireSkillParticle.Play(); |
| | | } |
| | | |
| | | public void PlayAttack() |
| | | { |
| | | if (mAnim) |
| | | mAnim.SetBool("Attack", true); |
| | | AudioSourceManager.Ins.Play(AudioEnum.AttackTower); |
| | | ChangeState(AgentActionState.Attack); |
| | | } |
| | | |
| | | public override void PlayDeath() |
| | | { |
| | | if (mAnim) |
| | | if (bInDeathAct) return; |
| | | |
| | | if (isPoison) |
| | | { |
| | | if (isPoison) |
| | | isPoison = false; |
| | | // 移除Agent身上的中毒特效,并播放一个中毒效果消失的特效 |
| | | if (PoisonParticle != null) |
| | | { |
| | | isPoison = false; |
| | | // 移除Agent身上的中毒特效,并播放一个中毒效果消失的特效 |
| | | if (PoisonParticle != null) |
| | | { |
| | | PoisonParticle.Stop(); |
| | | PoisonParticle.Clear(); |
| | | if (PoisonEndParticle != null) |
| | | PoisonEndParticle.Play(); |
| | | } |
| | | PoisonParticle.Stop(); |
| | | PoisonParticle.Clear(); |
| | | if (PoisonEndParticle != null) |
| | | PoisonEndParticle.Play(); |
| | | } |
| | | } |
| | | |
| | | if (isSlowDown) |
| | | if (isSlowDown) |
| | | { |
| | | isSlowDown = false; |
| | | |
| | | if (SlowDownParticle != null) |
| | | { |
| | | isSlowDown = false; |
| | | |
| | | if (SlowDownParticle != null) |
| | | { |
| | | SlowDownParticle.Stop(); |
| | | SlowDownParticle.Clear(); |
| | | } |
| | | SlowDownParticle.Stop(); |
| | | SlowDownParticle.Clear(); |
| | | } |
| | | |
| | | mAnim.SetBool("Die", true); |
| | | // 统一管理器内删除当前的Agent: |
| | | AgentInsManager.instance.removeAgent(this); |
| | | bInDeathAct = true; |
| | | } |
| | | else |
| | | |
| | | bInDeathAct = true; |
| | | |
| | | if (EnemyData != null && EndlessGameUI.instance.state != EndlessGameUI.State.GameOver) |
| | | { |
| | | this.Remove(); |
| | | // Debug.Log("小怪被杀死了,增加能量" + EnemyData.energy); |
| | | EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EnergyUp, EnemyData.energy); |
| | | } |
| | | } |
| | | |
| | | IEnumerator WaitDeathStop() |
| | | { |
| | | yield return null; |
| | | AnimatorStateInfo stateinfo = mAnim.GetCurrentAnimatorStateInfo(0); |
| | | |
| | | if (stateinfo.IsName("Die") && (stateinfo.normalizedTime >= 1.0f)) |
| | | { |
| | | Debug.Log("死亡动画播放完成,开始处理."); |
| | | this.Remove(); |
| | | } |
| | | Remove(); |
| | | } |
| | | |
| | | /// <summary> |