UnityCommon/Role/Bullet.cs
2024-12-11 16:51:55 +08:00

105 lines
3.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UIElements;
public enum BulletType
{
Bullet,
Lightning
}
public enum BulletMoveType
{/// <summary>
/// 子弹移动方式:点对点,
/// </summary>
PeerToPeer,
/// <summary>
/// 方向移动
/// </summary>
PointToDirection
}
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("攻击类型")]public BulletMoveType bulletMoveType;
[Header("子弹数据")] public BulletData bulletData =new BulletData();
private float timer = 0;
private void Update()
{
switch (this.bulletMoveType)
{
//更具子弹的移动方式来移动
case BulletMoveType.PeerToPeer:
this.gameObject.transform.Translate(Vector3.up * Time.deltaTime * bulletData.BulletSpeed);
break;
case BulletMoveType.PointToDirection:
break;
}
timer += Time.deltaTime;
if (timer>10f)
{
Destroy(this.gameObject);
}
}
private void OnTriggerEnter2D(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("进行攻击计算");
Crole.bloodLoss(new object[] { Crole, role.Attack + bulletData.attack, attackObj.damageTyp, role });
Destroy(this.gameObject);
}
}
}
}