129 lines
3.2 KiB
C#
129 lines
3.2 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 class SmallBullet : Bullet
|
|
{
|
|
|
|
|
|
private void Update()
|
|
{
|
|
switch (this.bulletMoveType)
|
|
{
|
|
//更具子弹的移动方式来移动
|
|
case BulletMoveType.PeerToPeer:
|
|
if (IsMove)
|
|
{
|
|
|
|
|
|
this.gameObject.transform.Translate(Vector3.up * Time.deltaTime * bulletData.BulletSpeed*8);
|
|
|
|
|
|
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&&Target!= collision.gameObject)
|
|
{
|
|
if (Crole.camp != role.camp)
|
|
{
|
|
|
|
|
|
|
|
|
|
|
|
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;
|
|
}
|
|
Crole.bloodLoss(new object[] { Crole, attackObj.SplitAttack, attackObj.damageTyp, role }, direction);
|
|
Crole.FlashRedEffect();
|
|
role.GetComponent<enemy>().HarmNumber += attackObj.SplitAttack;
|
|
Debug.Log("分裂攻击伤害"+ attackObj.SplitAttack);
|
|
|
|
if (myBulletType != BulletType.Spraying)
|
|
{
|
|
|
|
|
|
if (animator == null)
|
|
{
|
|
|
|
|
|
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");
|
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
private void OnTriggerStay2D(Collider2D collision)
|
|
{
|
|
|
|
}
|
|
|
|
private void OnTriggerExit2D(Collider2D collision)
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|