177 lines
5.0 KiB
C#
177 lines
5.0 KiB
C#
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Reflection;
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using System.Threading.Tasks;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UI;
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using Debug = UnityEngine.Debug;
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/// <summary>
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/// <20><>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>,<2C><><EFBFBD>Ҵ<EFBFBD><D2B4><EFBFBD><EFBFBD>¼<EFBFBD>
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/// </summary>
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[ExecuteInEditMode]
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public class Role : Fun
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{
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[Header("Ѫ<><D1AA>")] public float hp = 100f;//Ѫ<><D1AA>
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[Header("<22><><EFBFBD><EFBFBD>")] public float gold = 10f;
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public float Hp
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{
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get => hp;
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set
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{
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hp = value;
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if (hp <= 0)
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{
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die();
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//if (Progress_Display.Instance == null) return;
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//Progress_Display.Instance.huadongClick(gold);
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}
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}
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}
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[Header("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>")] public int physicalArmor = 10;//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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[Header("ħ<><C4A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>")] public int magicArmor = 5;//ħ<><C4A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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public List<BUff> buffList = new List<BUff>();
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[Header("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>")] public SimplePathfindingDoTween Navigation;
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[System.Serializable ]
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public class AnimationList//<2F><><EFBFBD><EFBFBD>list
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{
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//[Header("<22><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD>ѭ<EFBFBD><D1AD>")] public bool isloop = false;
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[Header("<22><><EFBFBD><EFBFBD>ͼƬ")] public List<Sprite> value; // <20>ֵ<EFBFBD><D6B5><EFBFBD>ֵ
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[Header("<22><>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD>)")] public int CharacterAnimationFrameInterval = 50;
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}
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[Header("<22><>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>")] public List<AnimationList> AnimationTree = new List<AnimationList>();
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[Header("<22><>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>")] public int animationHighlight = 0;
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[Header("<22><>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>")] public SpriteRenderer spriteRenderer;
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[Header("<22><>ɫImageλ<65><CEBB>")] public Image image;
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public delegate void AnimationItem(int AnimationItem);
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public event AnimationItem OnAnimationStart;
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public event AnimationItem OnAnimationIng;
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public event AnimationItem OnAnimationEnd;
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[Header("<22><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>")] public bool isAnimationPlay = false;//<2F><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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async void Start()
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{
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if (Application.isPlaying)
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{
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UpdateBuff();
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}
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updateAnimation();
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}
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/// <summary>
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/// <20><>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/// </summary>
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public async void updateAnimation()
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{
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while (true)
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{
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//if (AnimationTree.Count == 0)
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//{
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// isAnimationPlay = false;
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// return;
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//}
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//isAnimationPlay = true;
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if (animationHighlight > AnimationTree.Count)
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{
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animationHighlight = AnimationTree.Count - 1;
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Debug.Log("=---");
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}
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else if (animationHighlight < 0) {
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animationHighlight = 0;
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}
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EditorUtility.SetDirty(this);
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Debug.Log(animationHighlight > AnimationTree.Count);
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Debug.Log(animationHighlight);
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List<Sprite> LightSprite = AnimationTree[animationHighlight].value;
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if (LightSprite == null )
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{
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//isAnimationPlay = false;
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return;
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};
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OnAnimationStart?.Invoke(animationHighlight);
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foreach (Sprite sprite in LightSprite)
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{
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if (image != null)
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{
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image.sprite = sprite;
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}
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else if (spriteRenderer != null)
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{
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spriteRenderer.sprite = sprite;
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}
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if (animationHighlight > 0 && animationHighlight < AnimationTree.Count)
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{
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OnAnimationIng?.Invoke(animationHighlight);
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await Task.Delay(AnimationTree[animationHighlight].CharacterAnimationFrameInterval);
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}
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}
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OnAnimationEnd?.Invoke(animationHighlight);
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}
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}
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/// <summary>
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/// <20><>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>
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/// </summary>
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public virtual void die()
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{
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if (Application.isPlaying)
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{
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Destroy(gameObject);
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}
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}
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/// <summary>
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/// <20><>λ<EFBFBD><CEBB><EFBFBD><EFBFBD>buff
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/// </summary>
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async void UpdateBuff()//<2F><>λbuff<66><66><EFBFBD><EFBFBD>
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{
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while (true)
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{
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List<BUff> deleteArr = new List<BUff>();
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foreach (BUff buffItem in buffList)
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{
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if (buffItem.executionInterval <= 0)
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{
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buffItem.executionInterval = buffItem.executionInterval_max;
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buffItem.Funaction.Invoke(buffItem.value);
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}
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buffItem.executionInterval -= 0.1f;
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buffItem.timeLeft -= 0.1f;
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if (buffItem.timeLeft <= 0)
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{
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deleteArr.Add(buffItem);
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}
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}
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foreach (BUff item in deleteArr)
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{
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buffList.Remove(item);
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}
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await Task.Delay(100);//buff<66><66><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Сʱ<D0A1><CAB1>0.1<EFBFBD><EFBFBD>ִ<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>
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}
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}
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> MonoBehaviour<75><72><EFBFBD><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD>̶<EFBFBD>֡<EFBFBD><D6A1><EFBFBD>ʵ<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ô˺<C3B4><CBBA><EFBFBD>
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private void FixedUpdate()
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{
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//if (!isAnimationPlay)
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//{
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// updateAnimation();
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//}
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}
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}
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