xiugbug
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@ -5,7 +5,6 @@ using System.Linq;
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using System.Threading.Tasks;
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using UnityEngine;
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using Debug = UnityEngine.Debug;
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using UnityEditor.Animations;
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using DG.Tweening;
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public class Attack : MonoBehaviour
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@ -18,7 +17,7 @@ public class Attack : MonoBehaviour
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[Header("攻击CD时间")] public float attackCooldown = 1f; // 攻击冷却时间
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private float lastAttackTime = 0f; // 上次攻击的时间
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[HideInInspector]
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public List<GameObject> bulltes = new List<GameObject>();
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@ -27,10 +26,10 @@ public class Attack : MonoBehaviour
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[Header("火焰动画控制器")] public List<Animator> fireAnis;
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[Header("子弹起始点")] public Transform BulletStartPos;
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[Header("攻击速度")] public float AttackSpeed=1f;
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[Header("攻击速度")] public float AttackSpeed = 1f;
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public Vector2 direction;
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[Header("子弹速度加成")]public float roleBulletSpeedAdd=0f;
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[Header("子弹速度加成")] public float roleBulletSpeedAdd = 0f;
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//[Header("子弹长度")] public float scaleFactor;
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[Header("子弹数量")] public int BulletNumber = 1;
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[Header("攻击碰撞体")] public CircleCollider2D attackCollider;
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@ -41,19 +40,8 @@ public class Attack : MonoBehaviour
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[Header("攻击范围显示脚本")] public CharacterClick characterClick;
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public bool isAttack = true;
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public bool flag = false;
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[HideInInspector] public float timer = 0;
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//public float AttackScope
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//{
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// [DebuggerStepThrough]
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// get => attackScope;
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// [DebuggerStepThrough]
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// set
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// {
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// attackScope = value;
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// GetComponent<CircleCollider2D>().radius = attackScope;
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// //Debug.Log("攻击半径"+GetComponent<CircleCollider2D>().radius);
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// }
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//}
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[HideInInspector] public float timer = 0;
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public async void Start()
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{
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@ -75,7 +63,7 @@ public class Attack : MonoBehaviour
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{
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if (attackCollider)
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{
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Collider2D[] colliders = Physics2D.OverlapCircleAll(attackCollider.transform.position, attackCollider.radius);
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@ -103,7 +91,7 @@ public class Attack : MonoBehaviour
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lastAttackTime = Time.time; // 更新上次攻击时间
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}
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await Task.Delay(100); // 延迟,避免过于频繁地检测
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}
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@ -120,15 +108,17 @@ public class Attack : MonoBehaviour
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if (flag)
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{
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timer += Time.deltaTime;
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if (timer>AttackStayTime)
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if (timer > AttackStayTime)
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{
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animator.SetInteger("State", 0);
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isAttack = true;
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timer = 0;
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flag = false;
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}
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}
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//Debug.Log(role.name+"攻击范围的图片大小"+attackRangeSprite.transform.localScale + "color" + attackRangeSprite.color+ "color.a" + attackRangeSprite.color.a + "是否显示"+ attackRangeSprite.enabled);
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}
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public void GetAllColliderInAttackRange(Collider2D[] colliders)
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@ -136,7 +126,7 @@ public class Attack : MonoBehaviour
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foreach (Collider2D collider in colliders)
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{
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Role targetRole = collider.GetComponent<Role>();
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if (targetRole && targetRole.camp != role.camp)
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{
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role.animationHighlight = 1;
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@ -151,12 +141,7 @@ public class Attack : MonoBehaviour
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else if (bulletPrefab.GetComponent<Bullet>().myBulletType == BulletType.Spraying)
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{
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animator.SetInteger("State", 1);
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flag = true;
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}
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lastAttackTime = Time.time; // 更新上次攻击时间
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@ -177,45 +162,6 @@ public class Attack : MonoBehaviour
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}
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}
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}
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/*public void attack(Role targetRole)
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{
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if (bulletPrefab == null)
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{
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Debug.LogError("子弹预制体为空");
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return;
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}
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Vector2 direction = (targetRole.transform.position - transform.position).normalized;
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if (bulletPrefab.GetComponent<Bullet>().myBulletType == BulletType.Spraying)
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{
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GameObject BulletGamobj = GameObject.Instantiate(bulletPrefab, this.transform.root);
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BulletGamobj.GetComponent<Bullet>().role = role;
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BulletGamobj.GetComponent<Bullet>().attackObj = this;
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// BulletGamobj.transform.up = direction;
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BulletGamobj.transform.position =new Vector2(transform.position.x+0.15f, transform.position.y+0.2f);
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bulltes.Add(BulletGamobj);
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return;
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}
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else
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{
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for (int i = 0; i < bulletData.BulletScattering; i++)
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{
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// 改变子弹方向,根据角色自身的攻击范围来计算
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GameObject BulletGamobj = GameObject.Instantiate(bulletPrefab, this.transform.root);
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BulletGamobj.GetComponent<Bullet>().role = role;
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BulletGamobj.GetComponent<Bullet>().attackObj = this;
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BulletGamobj.transform.up = direction;
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BulletGamobj.transform.position = transform.position;
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bulltes.Add(BulletGamobj);
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}
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}
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}*/
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public void Pointattack()
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{
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@ -225,11 +171,11 @@ public class Attack : MonoBehaviour
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Debug.LogError("子弹预制体为空");
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return;
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}
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for (int i = 0; i < BulletNumber; i++)
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{
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// 改变子弹方向,根据角色自身的攻击范围来计算
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// 改变子弹方向,根据角色自身的攻击范围来计算
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GameObject BulletGamobj = GameObject.Instantiate(bulletPrefab, this.transform.root);
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BulletGamobj.GetComponent<Bullet>().role = role;
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BulletGamobj.GetComponent<Bullet>().attackObj = this;
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@ -239,7 +185,6 @@ public class Attack : MonoBehaviour
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BulletGamobj.transform.position = BulletStartPos.position;
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bulltes.Add(BulletGamobj);
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}
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}
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@ -310,7 +255,7 @@ public class Attack : MonoBehaviour
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// offsetX = -((originalWidth * (role.AttackRange / 2)) / 4f +0.15f);
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//}
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offsetX = (newWidth - originalWidth) / 2;
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if (offsetX>0)
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if (offsetX > 0)
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{
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offsetX += 0.15f;
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}
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@ -347,7 +292,7 @@ public class Attack : MonoBehaviour
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bulltes.Add(bulletGameObj);
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}
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public void EndFire()
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{
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@ -393,12 +338,7 @@ public class Attack : MonoBehaviour
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//boxSize.y = role.AttackRange/3; // 设置矩形高度
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// 更新矩形碰撞体的尺寸
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attackColliderBox.size = boxSize;
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//float originalWidth = attackRangeSprite.bounds.size.x;
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//attackRangeSprite.transform.localScale = new Vector3(boxSize.x*1.4f/4, boxSize.y, 1f);
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attackColliderBox.size = boxSize;
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characterClick.OrSizeX = boxSize.x / characterClick.StartSizeX; // * 2f 因为 radius 是半径,图片的尺寸通常是直径
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characterClick.OrSizeY = boxSize.y * 2 / characterClick.StartSizeY;
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float offSetX = (characterClick.StartSizeX - characterClick.OrSizeX) / 2;
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@ -409,9 +349,6 @@ public class Attack : MonoBehaviour
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attackRangeSprite.transform.position = new Vector2(attackRangeSprite.transform.position.x - offSetX, attackRangeSprite.transform.position.y);
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//characterClick.OrSizeY = 1;
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Debug.Log("修改图片宽度");
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}
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