2024-12-05 16:25:46 +08:00
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.UIElements;
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2024-12-24 10:30:02 +08:00
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using System.Linq;
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2024-12-05 16:25:46 +08:00
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public enum BulletType
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{
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Bullet,
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Lightning,
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Spraying //ԭ<><D4AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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}
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public enum BulletAttributes
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{
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Not,
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Gold,//<2F><>ľˮ<C4BE><CBAE><EFBFBD><EFBFBD>
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Wood,
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Water,
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Fire,
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Earth
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}
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2024-12-05 16:25:46 +08:00
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public enum BulletMoveType
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{/// <summary>
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/// <20>ӵ<EFBFBD><D3B5>ƶ<EFBFBD><C6B6><EFBFBD>ʽ:<3A><><EFBFBD>Ե<EFBFBD>,
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/// </summary>
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PeerToPeer,
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/// <summary>
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/// <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>
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/// </summary>
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PointToDirection,
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Scope
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}
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public class BulletData
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{
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[Header("<22>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><CDB8><EFBFBD><EFBFBD>")] public int NumberOfBulletPenetrations = 1;
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/// <summary>
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/// <20>ӵ<EFBFBD>ɢ<EFBFBD><C9A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/// </summary>
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[Header("<22>ӵ<EFBFBD>ɢ<EFBFBD><C9A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>")] public int BulletScattering = 1;
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[Header("<22>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>")] public int BulletBurstTimes = 1;
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[Header("<22>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>")] public float BulletBurstInterval ;
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[Header("<22>ӵ<EFBFBD><D3B5><EFBFBD>˥<CDB8><CBA5>")] public float BulletPenetrationAttenuation = 0.2f;
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[Header("<22>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٶ<EFBFBD>")] public float BulletSpeed = 5f;
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[Header("<22>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȴ")] public float BulletAttackCooldown = 1f;
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[Header("<22>ӵ<EFBFBD><D3B5>˺<EFBFBD>")] public float attack = 10;
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public BulletData()
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{
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}
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public BulletData(int numberOfBulletPenetrations, int bulletScattering, int bulletBurstTimes, float bulletBurstInterval, float bulletPenetrationAttenuation, float bulletSpeed, float bulletAttackCooldown)
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{
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NumberOfBulletPenetrations = numberOfBulletPenetrations;
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BulletScattering = bulletScattering;
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BulletBurstTimes = bulletBurstTimes;
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BulletBurstInterval = bulletBurstInterval;
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BulletPenetrationAttenuation = bulletPenetrationAttenuation;
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BulletSpeed = bulletSpeed;
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BulletAttackCooldown = bulletAttackCooldown;
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}
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public override string ToString()
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{
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return
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$"{nameof(NumberOfBulletPenetrations)}: {NumberOfBulletPenetrations}, {nameof(BulletScattering)}: {BulletScattering}, {nameof(BulletBurstTimes)}: {BulletBurstTimes}, {nameof(BulletBurstInterval)}: {BulletBurstInterval}, {nameof(BulletPenetrationAttenuation)}: {BulletPenetrationAttenuation}, {nameof(BulletSpeed)}: {BulletSpeed}, {nameof(BulletAttackCooldown)}: {BulletAttackCooldown}";
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}
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}
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public class Bullet : MonoBehaviour
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{
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[Header("<22>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>")] public Role role;
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[Header("<22>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD>䷶Χ<E4B7B6><CEA7><EFBFBD><EFBFBD>")] public Attack attackObj;
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[Header("<22>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD>")] public BulletType myBulletType;
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[Header("<22>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD>")] public BulletAttributes bulletAttributes;
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[Header("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>")] public BulletMoveType bulletMoveType;
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[Header("<22>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD>")] public BulletData bulletData = new BulletData();
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[Header("<22><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>,Ĭ<><C4AC><EFBFBD><EFBFBD>10f")] public float BulletDeadTimer=10f;
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[Header("<22>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD>")] public Animator animator;
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[Header("<22>ӵ<EFBFBD><D3B5>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD>")] public bool IsMove=true;
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[Header("<22>ӵ<EFBFBD><D3B5><EFBFBD>ײ<EFBFBD><D7B2>")] public Collider2D Collider2D;
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[Header("<22>ӵ<EFBFBD><D3B5><EFBFBD>ЧԤ<D0A7><D4A4><EFBFBD><EFBFBD>")] public List<GameObject> effectPres=new List<GameObject>();
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private float timer = 0;
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[Header("<22>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>")] public int NumberOfBulletAttacks = 1;
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[Header("<22><><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>")] public GameObject Target;
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private void Update()
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{
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switch (this.bulletMoveType)
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{
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//<2F><><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>ʽ<EFBFBD><CABD><EFBFBD>ƶ<EFBFBD>
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case BulletMoveType.PeerToPeer:
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if (IsMove)
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{
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if (Target != null&&Target.activeSelf==true)
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{
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this.gameObject.transform.position = Vector3.MoveTowards(this.gameObject.transform.position, Target.transform.position, Time.deltaTime * bulletData.BulletSpeed);
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}
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else
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{
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this.gameObject.transform.Translate(Vector3.up * Time.deltaTime * bulletData.BulletSpeed);
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}
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timer += Time.deltaTime;
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if (timer > BulletDeadTimer)
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{
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attackObj.bulltes.Remove(this.gameObject);
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Debug.Log("<22><><EFBFBD><EFBFBD><EFBFBD>ѳɹ<D1B3><C9B9>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD>б<EFBFBD><D0B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>" + attackObj.bulltes.Count);
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Destroy(this.gameObject);
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}
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}
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break;
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case BulletMoveType.PointToDirection:
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break;
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case BulletMoveType.Scope:
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break;
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}
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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Role Crole = collision.gameObject.GetComponent<Role>();
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if (Crole)
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{
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if (Crole.camp != role.camp)
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{
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if (NumberOfBulletAttacks < 0)
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{
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return;
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}
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else
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{
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if (this.myBulletType== BulletType.Spraying)
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{
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NumberOfBulletAttacks += 1;
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}
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NumberOfBulletAttacks -= 1;
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foreach (var buff in role.storageBuff)
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{
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if (!Crole.PlayerBuff.Contains(buff))
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{
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Crole.PlayerBuff.Add(buff);
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}
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}
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Crole.ApplyBuffs();
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// Debug.Log(this.role.gameObject.name + "<22><><EFBFBD>й<EFBFBD><D0B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
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int direction = 0;
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if (collision.transform.position.x > transform.position.x) //<2F>ӵ<EFBFBD><D3B5><EFBFBD><F2B5BDB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߣ<EFBFBD>Ʈ<EFBFBD><C6AE><EFBFBD><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD>ұ<EFBFBD>
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{
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direction = 1;
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}
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Crole.bloodLoss(new object[] { Crole, role.DamageCreate(Crole.GetComponent<Role>()), attackObj.damageTyp, role }, direction);
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attackObj.bulltes.Remove(this.gameObject);
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if (myBulletType != BulletType.Spraying)
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{
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if (animator == null)
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{
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attackObj.bulltes.Remove(this.gameObject);
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Destroy(this.gameObject);
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}
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else
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{
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IsMove = false; //ֹͣ<CDA3>ƶ<EFBFBD>
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Collider2D.enabled = false; //<2F>ر<EFBFBD><D8B1><EFBFBD>ײ<EFBFBD><D7B2>
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transform.position = collision.transform.position;
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animator.SetTrigger("Boom");
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}
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}
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if (bulletAttributes == BulletAttributes.Not) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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{
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Crole.FlashRedEffect();
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}
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if (bulletAttributes == BulletAttributes.Fire) //<2F><>
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{
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if (effectPres.Count == 1)
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{
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GameObject go = Instantiate(effectPres[0], collision.transform);
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go.transform.position = new Vector2(collision.transform.position.x,
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collision.transform.position.y + 0.2f);
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go.GetComponent<Huo>().bullet = this;
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Crole.FlashRedEffect();
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//Debug.Log("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
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}
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}
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if (bulletAttributes == BulletAttributes.Water) //ˮ
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{
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if (effectPres.Count > 1)
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{
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GameObject go = Instantiate(effectPres[Random.Range(0, effectPres.Count - 1)],
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collision.transform);
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go.transform.position = new Vector2(collision.transform.position.x,
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collision.transform.position.y - 0.2f);
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collision.transform.GetComponent<enemy>().SlowDown(0.2f, 3f);
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Crole.FlashRedEffect(1, 3f);
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}
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}
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}
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}
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}
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}
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private float lastDamageTime = 0f;
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private void OnTriggerStay2D(Collider2D collision)
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{
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Role Crole = collision.gameObject.GetComponent<Role>();
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if (Crole)
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{
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if (Crole.camp != role.camp)
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{
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int direction = 0;
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if (collision.transform.position.x >= transform.position.x)//<2F>ӵ<EFBFBD><D3B5><EFBFBD><F2B5BDB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߣ<EFBFBD>Ʈ<EFBFBD><C6AE><EFBFBD><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD>ұ<EFBFBD>
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{
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direction = 1;
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}
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if (myBulletType == BulletType.Spraying)
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{
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if (Time.time - lastDamageTime > 1f) // ÿ<><C3BF><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>Ѫ
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{
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2024-12-19 19:01:39 +08:00
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2024-12-25 21:41:45 +08:00
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Crole.bloodLoss(new object[] { Crole, role.DamageCreate( Crole.GetComponent<Role>()), attackObj.damageTyp, role });
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2024-12-24 14:56:21 +08:00
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Crole.FlashRedEffect();
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2024-12-18 20:43:54 +08:00
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lastDamageTime = Time.time;
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}
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2024-12-05 16:25:46 +08:00
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}
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}
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2024-12-18 20:43:54 +08:00
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}
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2024-12-05 16:25:46 +08:00
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}
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2024-12-12 23:03:57 +08:00
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2024-12-20 16:28:28 +08:00
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public void DesBullet()
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{
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attackObj.bulltes.Remove(this.gameObject);
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Destroy(this.gameObject);
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}
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2024-12-18 20:43:54 +08:00
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2024-12-12 23:03:57 +08:00
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private void OnTriggerExit2D(Collider2D collision)
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{
|
2024-12-14 23:20:36 +08:00
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//Debug.Log("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ⷶΧ");
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2024-12-12 23:03:57 +08:00
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Role Crole = collision.gameObject.GetComponent<Role>();
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if (Crole)
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{
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if (Crole.camp != role.camp)
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{
|
2024-12-17 17:15:32 +08:00
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|
2024-12-14 23:20:36 +08:00
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//Debug.Log("<22><><EFBFBD><EFBFBD><EFBFBD>ѳɹ<D1B3><C9B9>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD>б<EFBFBD><D0B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>" + attackObj.bulltes.Count);
|
2024-12-17 17:15:32 +08:00
|
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if (myBulletType != BulletType.Spraying)
|
|
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{
|
2024-12-20 16:28:28 +08:00
|
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if (animator==null)
|
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|
{
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attackObj.bulltes.Remove(this.gameObject);
|
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|
Destroy(this.gameObject);
|
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}
|
2024-12-17 17:15:32 +08:00
|
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}
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|
2024-12-12 23:03:57 +08:00
|
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|
|
}
|
|
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}
|
|
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|
}
|
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|
|
2024-12-05 16:25:46 +08:00
|
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}
|