UnityCommon/Role/Bullet.cs
2025-01-09 13:30:13 +08:00

392 lines
13 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UIElements;
using System.Linq;
public enum BulletType
{
Bullet,
Lightning,
Spraying, //原地喷射
XuLi //蓄力攻击
}
public enum BulletAttributes
{
Not,
Gold,//金木水火土
Wood,
Water,
Fire,
Earth
}
public enum BulletMoveType
{/// <summary>
/// 子弹移动方式:点对点,
/// </summary>
PeerToPeer,
/// <summary>
/// 方向移动
/// </summary>
PointToDirection,
Scope
}
public class BulletData
{
[Header("子弹穿透次数")] public int NumberOfBulletPenetrations = 1;
/// <summary>
/// 子弹散射次数
/// </summary>
[Header("子弹散射次数")] public int BulletScattering = 1;
[Header("子弹连发次数")] public int BulletBurstTimes = 1;
[Header("子弹连发间隔")] public float BulletBurstInterval ;
[Header("子弹穿透衰减")] public float BulletPenetrationAttenuation = 0.2f;
[Header("子弹飞行速度")] public float BulletSpeed = 5f;
[Header("子弹攻击冷却")] public float BulletAttackCooldown = 1f;
[Header("子弹伤害")] public float attack = 10;
public BulletData()
{
}
public BulletData(int numberOfBulletPenetrations, int bulletScattering, int bulletBurstTimes, float bulletBurstInterval, float bulletPenetrationAttenuation, float bulletSpeed, float bulletAttackCooldown)
{
NumberOfBulletPenetrations = numberOfBulletPenetrations;
BulletScattering = bulletScattering;
BulletBurstTimes = bulletBurstTimes;
BulletBurstInterval = bulletBurstInterval;
BulletPenetrationAttenuation = bulletPenetrationAttenuation;
BulletSpeed = bulletSpeed;
BulletAttackCooldown = bulletAttackCooldown;
}
public override string ToString()
{
return
$"{nameof(NumberOfBulletPenetrations)}: {NumberOfBulletPenetrations}, {nameof(BulletScattering)}: {BulletScattering}, {nameof(BulletBurstTimes)}: {BulletBurstTimes}, {nameof(BulletBurstInterval)}: {BulletBurstInterval}, {nameof(BulletPenetrationAttenuation)}: {BulletPenetrationAttenuation}, {nameof(BulletSpeed)}: {BulletSpeed}, {nameof(BulletAttackCooldown)}: {BulletAttackCooldown}";
}
}
public class Bullet : MonoBehaviour
{
[Header("子弹发射角色对象")] public Role role;
[Header("子弹发射范围对象")] public Attack attackObj;
[Header("子弹类型")] public BulletType myBulletType;
[Header("子弹属性")] public BulletAttributes bulletAttributes;
[Header("攻击类型")] public BulletMoveType bulletMoveType;
[Header("子弹数据")] public BulletData bulletData = new BulletData();
[Header("销毁时间,默认是10f")] public float BulletDeadTimer = 10f;
[Header("子弹动画")] public Animator animator;
[Header("子弹移动参数")] public bool IsMove = true;
[Header("子弹碰撞体")] public CircleCollider2D Collider2D;
[Header("子弹特效预制体")] public List<GameObject> effectPres = new List<GameObject>();
public float timer = 0;
[Header("子弹攻击数量")] public int NumberOfBulletAttacks = 1;
[Header("攻击目标")] public GameObject Target;
[Header("子弹是否不锁定目标")] public bool noLockEnemy=false;
[Header("子弹是否会分裂")] public bool Cansplit = false;
[Header("分裂子弹的预制体")] public GameObject smallBulletPrefab;
[Header("子弹是否会爆炸")] public bool CanBoom = false;
private void Update()
{
switch (this.bulletMoveType)
{
//更具子弹的移动方式来移动
case BulletMoveType.PeerToPeer:
if (IsMove)
{
if (Target != null&&Target.activeSelf==true&&!noLockEnemy)
{
this.gameObject.transform.position = Vector3.MoveTowards(this.gameObject.transform.position, Target.transform.position, Time.deltaTime * bulletData.BulletSpeed);
}
else
{
this.gameObject.transform.Translate(Vector3.up * Time.deltaTime * bulletData.BulletSpeed);
}
timer += Time.deltaTime;
if (timer > BulletDeadTimer)
{
attackObj.bulltes.Remove(this.gameObject);
Debug.Log("对象已成功移除。当前列表数量:" + attackObj.bulltes.Count);
Destroy(this.gameObject);
}
}
break;
case BulletMoveType.PointToDirection:
break;
case BulletMoveType.Scope:
break;
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
Role Crole = collision.gameObject.GetComponent<Role>();
if (Crole)
{
if (Crole.camp != role.camp)
{
if (NumberOfBulletAttacks < 0)
{
return;
}
else
{
if (this.myBulletType== BulletType.Spraying)
{
NumberOfBulletAttacks += 1;
}
NumberOfBulletAttacks -= 1;
foreach (var buff in role.storageBuff)
{
if (!Crole.PlayerBuff.Contains(buff))
{
Crole.PlayerBuff.Add(buff);
}
}
Crole.ApplyBuffs();
// Debug.Log(this.role.gameObject.name + "进行攻击计算");
int direction = 0;
if (collision.transform.position.x > transform.position.x) //子弹打到敌人左边,飘字显示到右边
{
direction = 1;
}
if (!CanBoom)//判断子弹是否会爆炸
{
Crole.bloodLoss(new object[] { Crole, role.DamageCreate(Crole.GetComponent<Role>()), attackObj.damageTyp, role }, direction);
attackObj.bulltes.Remove(this.gameObject);
if (myBulletType != BulletType.Spraying)
{
if (animator == null)
{
SplitBullet();
attackObj.bulltes.Remove(this.gameObject);
Destroy(this.gameObject);
}
else
{
IsMove = false; //停止移动
Collider2D.enabled = false; //关闭碰撞体
transform.position = collision.transform.position;
animator.SetTrigger("Boom");
}
}
}
else
{
if (animator!=null)
{
IsMove = false; //停止移动
Collider2D.enabled = false; //关闭碰撞体
transform.position = collision.transform.position;
animator.SetTrigger("Boom");
}
}
if (bulletAttributes == BulletAttributes.Not) //无属性
{
Crole.FlashRedEffect();
}
if (bulletAttributes == BulletAttributes.Fire) //火
{
if (effectPres.Count == 1)
{
GameObject go = Instantiate(effectPres[0], collision.transform);
go.transform.position = new Vector2(collision.transform.position.x,
collision.transform.position.y + 0.2f);
go.GetComponent<Huo>().bullet = this;
Crole.FlashRedEffect();
//Debug.Log("创建火焰");
}
}
if (bulletAttributes == BulletAttributes.Water) //水
{
if (effectPres.Count > 1)
{
GameObject go = Instantiate(effectPres[Random.Range(0, effectPres.Count - 1)],
collision.transform);
go.transform.position = new Vector2(collision.transform.position.x,
collision.transform.position.y - 0.2f);
collision.transform.GetComponent<enemy>().SlowDown(0.2f, 3f);
Crole.FlashRedEffect(1, 3f);
}
}
}
}
}
}
private float lastDamageTime = 0f;
private void OnTriggerStay2D(Collider2D collision)
{
Role Crole = collision.gameObject.GetComponent<Role>();
if (Crole)
{
if (Crole.camp != role.camp)
{
int direction = 0;
if (collision.transform.position.x >= transform.position.x)//子弹打到敌人左边,飘字显示到右边
{
direction = 1;
}
if (myBulletType == BulletType.Spraying)
{
if (Time.time - lastDamageTime > 1f) // 每秒扣一次血
{
Crole.bloodLoss(new object[] { Crole, role.DamageCreate( Crole.GetComponent<Role>()), attackObj.damageTyp, role });
Crole.FlashRedEffect();
lastDamageTime = Time.time;
}
}
}
}
}
public void DesBullet()
{
attackObj.bulltes.Remove(this.gameObject);
Destroy(this.gameObject);
}
private void OnTriggerExit2D(Collider2D collision)
{
//Debug.Log("进入检测范围");
Role Crole = collision.gameObject.GetComponent<Role>();
if (Crole)
{
if (Crole.camp != role.camp)
{
//Debug.Log("对象已成功移除。当前列表数量:" + attackObj.bulltes.Count);
if (myBulletType != BulletType.Spraying)
{
if (animator==null)
{
attackObj.bulltes.Remove(this.gameObject);
Destroy(this.gameObject);
}
}
}
}
}
public void SplitBullet()//子弹分列
{
if (Cansplit)
{
// 获取当前子弹的前进方向
Vector3 currentDirection = transform.forward;
// 根据生成的数量来生成小子弹
for (int i = 0; i < attackObj.splitNum; i++)
{
// 在当前方向上随机生成偏移量
Vector3 randomOffset = new Vector3(Random.Range(-0.2f, 0.2f), Random.Range(-0.2f, 0.2f));
// 生成一个小子弹
GameObject smallBullet = Instantiate(smallBulletPrefab, transform.position, Quaternion.identity);
smallBullet.GetComponent<SmallBullet>().role = role;
smallBullet.GetComponent<SmallBullet>().attackObj=attackObj;
smallBullet.GetComponent<SmallBullet>().Target = Target;
// 为小子弹设置飞行方向(当前方向 + 随机偏移)
smallBullet.transform.up = currentDirection+randomOffset;
// 处理小子弹的相关逻辑,例如攻击属性、生命周期等
}
}
}
public void BulletBoom() // 子弹爆炸
{
// 扩展碰撞体的大小,模拟爆炸范围
float explosionRadius = attackObj.BoomRange; // 设置爆炸的半径大小
// 检测爆炸范围内的敌人
Collider2D[] hitEnemies = Physics2D.OverlapCircleAll(transform.position, explosionRadius);
foreach (var enemyCollider in hitEnemies)
{
Role enemyRole = enemyCollider.gameObject.GetComponent<Role>();
if (enemyRole != null && enemyRole.camp != role.camp) // 如果是敌人并且属于不同的阵营
{
// 计算伤害值,可以根据子弹的类型或其他参数来调整
float damage = role.DamageCreate(enemyRole);
// 扣血操作
enemyRole.bloodLoss(new object[] { enemyRole, damage, attackObj.damageTyp, role });
enemyRole.FlashRedEffect();
}
}
// 销毁当前子弹
attackObj.bulltes.Remove(this.gameObject);
Destroy(this.gameObject);
}
void OnDestroy()
{
// 清理动态加载资源
if (transform.GetComponent<Renderer>() != null)
{
var material = transform.GetComponent<Renderer>().material;
if (material != null) Destroy(material);
var texture = material.mainTexture;
if (texture != null) Destroy(texture);
}
// 停止协程
StopAllCoroutines();
// 清理未使用的资源
Resources.UnloadUnusedAssets();
}
}