using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Threading.Tasks; using UnityEngine; using Debug = UnityEngine.Debug; using DG.Tweening; public class Attack : MonoBehaviour { [Header("子弹预制体")] public GameObject bulletPrefab; [Header("子弹数据")] public BulletData bulletData; [Header("角色对象")] public Role role; //[Header("攻击范围")] public float attackScope; [Header("攻击类型")] public DamageType damageTyp = DamageType.noAttributeDamage; [Header("攻击CD时间")] public float attackCooldown = 1f; // 攻击冷却时间 private float lastAttackTime = 0f; // 上次攻击的时间 [HideInInspector] public List bulltes = new List(); [Header("角色动画控制器")] public Animator animator; //[Header("火焰动画控制器")] public Animator fireAni; [Header("火焰动画控制器")] public List fireAnis; [Header("子弹起始点")] public Transform BulletStartPos; [Header("攻击速度")] public float AttackSpeed = 1f; public Vector2 direction; [Header("子弹速度加成")] public float roleBulletSpeedAdd = 0f; //[Header("子弹长度")] public float scaleFactor; [Header("子弹数量")] public int BulletNumber = 1; [Header("攻击碰撞体")] public CircleCollider2D attackCollider; [Header("矩形攻击碰撞体")] public BoxCollider2D attackColliderBox; [Header("攻击范围图片")] public SpriteRenderer attackRangeSprite; [Header("攻击持续时间")] public float AttackStayTime;// [Header("攻击目标")] public GameObject Target; [Header("攻击范围显示脚本")] public CharacterClick characterClick; public bool isAttack = true; public bool flag = false; [HideInInspector] public float timer = 0; public async void Start() { bulletData = new BulletData(); bulletData.BulletScattering = 1; animator.SetFloat("AttackSpeed", AttackSpeed); attackCooldown = transform.parent.GetComponent().AttackCD; SetAttackRange(); // 设置攻击范围 while (isAttack) { if (attackCollider || attackColliderBox) { // 检查是否可以进行攻击(基于冷却时间) if (Time.time - lastAttackTime >= attackCooldown) { if (attackCollider) { Collider2D[] colliders = Physics2D.OverlapCircleAll(attackCollider.transform.position, attackCollider.radius); GetAllColliderInAttackRange(colliders); } else if (attackColliderBox) { // 获取碰撞体的尺寸 Vector2 boxSize = attackColliderBox.size; // 只检测右边一半,修改尺寸 boxSize.x /= 2f; // 获取碰撞体的中心位置 Vector3 colliderCenter = attackColliderBox.transform.position; // 计算右半部分的中心位置,确保中心点在矩形的右半部分 Vector3 rightCenter = new Vector3(colliderCenter.x + attackColliderBox.size.x / 4f, colliderCenter.y, colliderCenter.z); // 使用OverlapBoxAll检测右半部分区域 Collider2D[] colliders = Physics2D.OverlapBoxAll(rightCenter, boxSize, 0f); GetAllColliderInAttackRange(colliders); } lastAttackTime = Time.time; // 更新上次攻击时间 } await Task.Delay(100); // 延迟,避免过于频繁地检测 } else { return; } } } private void Update() { if (flag) { timer += Time.deltaTime; if (timer > AttackStayTime) { animator.SetInteger("State", 0); isAttack = true; timer = 0; flag = false; } } //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); } public void GetAllColliderInAttackRange(Collider2D[] colliders) { foreach (Collider2D collider in colliders) { Role targetRole = collider.GetComponent(); if (targetRole && targetRole.camp != role.camp) { role.animationHighlight = 1; if (animator != null) { if (bulletPrefab.GetComponent().myBulletType != BulletType.Spraying) { direction = (targetRole.transform.position - BulletStartPos.position).normalized; Target = targetRole.gameObject; animator.SetTrigger("Attack"); } else if (bulletPrefab.GetComponent().myBulletType == BulletType.Spraying) { animator.SetInteger("State", 1); flag = true; } lastAttackTime = Time.time; // 更新上次攻击时间 } break; // 只攻击一个目标 } else { if (animator != null) { //animator.SetInteger("State", 0); } else { role.animationHighlight = 0; } } } } public void Pointattack() { if (bulletPrefab == null) { Debug.LogError("子弹预制体为空"); return; } for (int i = 0; i < BulletNumber; i++) { // 改变子弹方向,根据角色自身的攻击范围来计算 GameObject BulletGamobj = GameObject.Instantiate(bulletPrefab, this.transform.root); BulletGamobj.GetComponent().role = role; BulletGamobj.GetComponent().attackObj = this; BulletGamobj.GetComponent().bulletData.BulletSpeed *= (1 + roleBulletSpeedAdd); BulletGamobj.GetComponent().Target = Target; BulletGamobj.transform.up = direction; BulletGamobj.transform.position = BulletStartPos.position; bulltes.Add(BulletGamobj); } } public void Fireattack() { if (bulletPrefab == null) { Debug.LogError("子弹预制体为空"); return; } // 检查子弹类型是否为 Spraying if (bulletPrefab.GetComponent().myBulletType == BulletType.Spraying) { // 根据 BulletNumber 生成不同数量和旋转角度的子弹 switch (BulletNumber) { case 1: // 生成一个不旋转的子弹 GenerateBullet(0f, BulletStartPos.position, new Vector2(0, 0)); break; case 3: // 生成三个子弹:一个不旋转,一个向上旋转30度,一个向下旋转30度 GenerateBullet(-35f, BulletStartPos.position, new Vector2(0, -0.25f)); GenerateBullet(0f, BulletStartPos.position, new Vector2(0, 0)); GenerateBullet(35f, BulletStartPos.position, new Vector2(0, 0.25f)); break; default: // 可选:处理其他 BulletNumber 值的情况 Debug.LogWarning($"BulletNumber 为 {BulletNumber} 时未定义的生成逻辑。"); break; } } } private void GenerateBullet(float angle, Vector2 startPos, Vector2 changePos) { // 实例化子弹对象并设置父物体为 transform.root GameObject bulletGameObj = GameObject.Instantiate(bulletPrefab, transform.root); // 获取子弹的原始宽度 float originalWidth = bulletGameObj.GetComponentInChildren().bounds.size.x; // 保存原始位置,以便在攻击范围变化时恢复 Vector2 originalPosition = bulletGameObj.transform.position; // 设置子弹的缩放 if (role.AttackRange / 2 > 1) { float offsetX = 0; bulletGameObj.transform.localScale = new Vector2(role.AttackRange / 2, role.AttackRange / 3); // 计算新的子弹宽度 float newWidth = bulletGameObj.GetComponentInChildren().bounds.size.x; //// 根据宽度变化计算偏移量 //if (newWidth > originalWidth) //{ // // 如果新宽度大于原始宽度,计算向右的偏移 // offsetX = (originalWidth * (role.AttackRange / 2)) / 4f + 0.15f; //} //else if (newWidth < originalWidth) //{ // // 如果新宽度小于原始宽度,计算向左的偏移 // offsetX = -((originalWidth * (role.AttackRange / 2)) / 4f +0.15f); //} offsetX = (newWidth - originalWidth) / 2; if (offsetX > 0) { offsetX += 0.15f; } // 调整子弹的位置,确保左边界不变 bulletGameObj.transform.position = new Vector2(originalPosition.x + offsetX, originalPosition.y); } // 添加位置微调 bulletGameObj.transform.position = new Vector2(bulletGameObj.transform.position.x + 1.75f, bulletGameObj.transform.position.y + 0.2f); // 获取动画组件(如果需要的话) fireAnis.Add(bulletGameObj.GetComponentInChildren()); // 设置子弹的初始属性 bulletGameObj.GetComponent().role = role; bulletGameObj.GetComponent().attackObj = this; // 计算子弹相对于旋转中心的偏移 Vector2 direction = bulletGameObj.transform.position - (Vector3)startPos; // 旋转偏移 direction = Quaternion.Euler(0, 0, angle) * direction; // 更新子弹的位置 bulletGameObj.transform.position = startPos + direction; // 设置子弹的旋转角度 bulletGameObj.transform.rotation = Quaternion.Euler(0, 0, angle); // 根据变化调整位置(例如“changePos”可能需要与原始位置结合使用) bulletGameObj.transform.position = bulletGameObj.transform.position + (Vector3)changePos; // 将生成的子弹添加到子弹列表中 bulltes.Add(bulletGameObj); } public void EndFire() { foreach (Animator ani in fireAnis) { ani.SetInteger("State", 1); } fireAnis.Clear(); //Debug.Log("停止火焰"); } private void OnDisable() { bulltes.Clear(); } public void SetAttackRange() { if (attackCollider) { // 设置碰撞体的半径 attackCollider.radius = role.AttackRange-1; // 计算缩放因子,使得图片的直径与碰撞体的直径匹配 characterClick.OrSizeX = (role.AttackRange-1) * 2f / characterClick.StartSizeX; // * 2f 因为 radius 是半径,图片的尺寸通常是直径 characterClick.OrSizeY = characterClick.OrSizeX; } else if(attackColliderBox) { Vector2 boxSize = attackColliderBox.size; // 假设攻击范围决定了矩形的长宽比 // attackRange * 2 可以增加攻击范围的矩形尺寸,调整比例或常数以适应你的需要 boxSize.x = role.AttackRange* 2f + 2; // 设置矩形宽度 //boxSize.y = role.AttackRange/3; // 设置矩形高度 // 更新矩形碰撞体的尺寸 attackColliderBox.size = boxSize; characterClick.OrSizeX = boxSize.x / characterClick.StartSizeX; // * 2f 因为 radius 是半径,图片的尺寸通常是直径 characterClick.OrSizeY = boxSize.y * 2 / characterClick.StartSizeY; float offSetX = (characterClick.StartSizeX - characterClick.OrSizeX) / 2; if (role.AttackRange==3) { offSetX += 0.6f; } attackRangeSprite.transform.position = new Vector2(attackRangeSprite.transform.position.x - offSetX, attackRangeSprite.transform.position.y); //characterClick.OrSizeY = 1; Debug.Log("修改图片宽度"); } } }