763 lines
24 KiB
C#
763 lines
24 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.UI;
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using DG.Tweening;
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using TMPro;
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using Debug = UnityEngine.Debug;
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using UnityEngine.EventSystems;
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public enum Camp
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{/// <summary>
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/// 玩家
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/// </summary>
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Player,
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/// <summary>
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/// 怪物
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/// </summary>
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Enemy,
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/// <summary>
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/// 中立
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/// </summary>
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Neutral
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}
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public enum CharacterFlags
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{
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no=0<<0,
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fly = 1 << 0,
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land = 1 << 1,
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big = 1 << 2,
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min = 1 << 3,
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FlyBig =fly|big,
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FlyMin=fly|min,
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LandBig = land | big,
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LandMin = land | min,
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}
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/// <summary>
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/// 角色基类,玩家处理事件
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/// </summary>
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[ExecuteInEditMode]
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public class Role : Fun
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{
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[Header("Id")] public string id;
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[Header("名称")] public string Name;
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[Header("阵营")] public Camp camp ;
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[Header("血量")] public float hp = 100f;//血量
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public float maxHp;
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[Header(("死亡动画编号"))] public int dieIndex=-1;
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[Header("hp填充直接扣")] public Image Hpfiil;
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[Header("hp填充慢慢扣")] public Image HpfiilYello;
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[Header("扣血填充")] public GameObject HpTextPrefab;
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[Header("自己的画布")]public Canvas _Canvas;
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[Header("自己的图片")] public SpriteRenderer spriteRenderers; // 存储所有的SpriteRenderer组件
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[Header("被打的方向")] public int HurtDirectin;
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public string Quality;//品质
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public string Elements;//属性
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public string Info;//详情
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public string SkillId;//技能
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public string AttackType;//攻击类型
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public string AttackActionType;//攻击作用类型
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public float AttackRange;//攻击范围
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public float AttackCD;//攻击CD
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public float CritRate;//暴击率
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public float CriticalHitRateBonus;//暴击加成
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[Header("击杀数量")] public int killNum;
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[Header("是不是魔法伤害")] public bool isMoFa=false;
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public float Hp
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{
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get => hp;
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set
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{
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float temp = hp;
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hp = value;
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// 更新血条显示
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if (Hpfiil != null)
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{
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Hpfiil.fillAmount = hp / maxHp;
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// 使用 DOTween 动画平滑过渡血条填充
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DOTween.To(() => HpfiilYello.fillAmount, x => HpfiilYello.fillAmount = x, hp / maxHp, 0.8f) // 0.5f 为过渡时间
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.SetEase(Ease.InOutQuad); // 使用缓动效果,使血条变化更加平滑
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if (UIContorl.instance.NowShowInfo != null && UIContorl.instance.NowShowInfo.Id == 1 && this == UIContorl.instance.NowShowInfo.role)
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{
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UIContorl.instance.NowShowInfo.UpDateShow("1", "Enemy_001", "0", "3", "1", "测试文档一", hp, maxHp);
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}
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}
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// 更新血量文本效果
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if (HpTextPrefab != null && hp < maxHp)
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{
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hit();
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Navigation.StopPathDoTween(0.2f); // 停止任何进行中的 DoTween 动画,0.2s为示例值
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GameObject go = GameObject.Instantiate(HpTextPrefab, _Canvas.transform);
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go.GetComponent<SnowHpControl>().direction = HurtDirectin;
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if (isGoodDamege)
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{
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go.GetComponent<SnowHpControl>().CreateText(true);
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isGoodDamege = false;
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}
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else
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{
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go.GetComponent<SnowHpControl>().CreateText();
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}
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if (temp - hp>0)
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{
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if (isMoFa)
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{
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go.GetComponent<Text>().text = "<color=blue>" + (temp - hp).ToString("F0") + "</color>"; // 显示伤害值
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isMoFa = false;
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}
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else
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{
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go.GetComponent<Text>().text = (temp - hp).ToString("F0"); // 显示伤害值
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}
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}
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}
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// 判断角色是否死亡
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if (hp <= 0)
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{
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die(); // 执行死亡处理
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}
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}
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}
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[Header("掉落")] public int gold = 6;
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public int Gold
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{
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[DebuggerStepThrough]
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get => gold;
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[DebuggerStepThrough]
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set => gold = value;
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}
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[Header("攻击力")] private float attack = 10f;
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[Header("攻击力上限")] public float MaxAttack = 10f;
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[Header("攻击力下限")] public float MinAttack = 10f;
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public bool isGoodDamege=false;//是否暴击
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public float Attack
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{
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get => attack;
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set => attack = value;
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}
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[Header("等级")] private int level = 1;
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public int Level
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{
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[DebuggerStepThrough] get => level;
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[DebuggerStepThrough] set => level = value;
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}
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[Header("物理护甲")] public int physicalArmor = 10;//物理护甲
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[Header("魔法护甲")] public int magicArmor = 5;//魔法护甲
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[Header("导航组件")] public SimplePathfindingDoTween Navigation;
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[System.Serializable ]
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public class AnimationList//动画list
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{
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//[Header("动画是否循环")] public bool isloop = false;
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[Header("动画图片")] public List<Sprite> value; // 字典的值
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[Header("角色动画帧数间隔(毫秒)")] public int CharacterAnimationFrameInterval = 50;
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}
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[Header("角色动画")] public List<AnimationList> AnimationTree = new List<AnimationList>();
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[Header("角色动画播放")] public int animationHighlight = 0;
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[Header("角色精灵位置")] public SpriteRenderer spriteRenderer;
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[Header("角色Image位置")] public Image image;
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public delegate void AnimationItem(int AnimationItem);
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public event AnimationItem OnAnimationStart;
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public event AnimationItem OnAnimationIng;
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public event AnimationItem OnAnimationEnd;
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[Header("动画是否正常播放")] public bool isAnimationPlay = false;//动画是否正常播放
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[Header("碰撞体")]public Collider2D mycollider;
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[Header("攻击脚本")] public Attack attackClass;
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[Header("当前播放图片序列")] public int CurrentIndex;
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public int hitIndex = 2;//受击动画索引
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public int normalIndex = 0;//移动动画索引
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public bool isHit=false;//
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public List<BUff> buffList = new List<BUff>();
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public CharacterFlags myTags = 0;
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public bool hasfalg(CharacterFlags flag)
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{
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return (myTags & flag) == flag;
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}
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public SkillUp mySkillUp;
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/// <summary>
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/// 储存buff
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/// </summary>
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public List<Action<Role>> storageBuff = new List<Action<Role>>();
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/// <summary>
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/// 使用buff
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/// </summary>
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public List<Action<Role>> PlayerBuff=new List<Action<Role>>();
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public bool IsDead = false;
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public int HaveDieTime = 0;
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public virtual async void Start()
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{
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if (mySkillUp == null)
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{
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mySkillUp = this.transform.GetComponent<SkillUp>();
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}
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if (mySkillUp == null)
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{
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UnityEngine.Debug.LogError(this.name+"mySkillUp is no");
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}
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maxHp = hp;
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SetSelfInfo();
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//SetAttackRange();//设置攻击范围
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if (Application.isPlaying)
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{
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if (attackClass)
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{
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attackClass.role = this;
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}
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UpdateBuff();
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}
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tag = Enum.GetName(typeof(Camp), camp);
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updateAnimation();
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}
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/// <summary>
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/// 添加Buff
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/// </summary>
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/// <param name="buffAction"></param>
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public void AddBuff(List<Action<Role>> buffs, Action<Role> buffAction)
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{
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buffs.Add(buffAction);
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UnityEngine.Debug.LogError(this.name + "添加buff到"+ buffs);
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}
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public void RemoveBuff(List<Action<Role>> buffs, Action<Role> buffAction)
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{
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buffs.Remove(buffAction);
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UnityEngine.Debug.LogError(this.name + "移除" + buffs);
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}
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/// <summary>
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/// 执行所有当前 Buff
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/// </summary>
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public void ApplyBuffs()
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{
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foreach (var buff in PlayerBuff)
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{
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UnityEngine.Debug.LogError(this.name + "进入执行buff判断");
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buff.Invoke(this); // 将自己作为目标传递
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}
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// 清空 Buff 列表,假设 Buff 是一次性的
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PlayerBuff.Clear();
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}
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/// <summary>
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/// 角色动画更新
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/// </summary>
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public async void updateAnimation()
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{
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while (true)
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{
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if (hp < 0)
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{
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Debug.LogError("!!!!!!!!!!!跳过while");
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return;
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}
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if (AnimationTree.Count == 0)
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{
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isAnimationPlay = false;
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return;
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}
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isAnimationPlay = true;
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if (animationHighlight >= AnimationTree.Count)
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{
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animationHighlight = AnimationTree.Count - 1;
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}
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else if (animationHighlight < 0)
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{
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animationHighlight = 0;
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}
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List<Sprite> LightSprite = AnimationTree[animationHighlight].value;
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if (LightSprite == null)
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{
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isAnimationPlay = false;
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return;
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};
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OnAnimationStart?.Invoke(animationHighlight);
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var lsanimationHighlight = animationHighlight;
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foreach (Sprite sprite in LightSprite)
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{
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if (lsanimationHighlight == animationHighlight)
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{
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if (image != null)
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{
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image.sprite = sprite;
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}
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else if (spriteRenderer != null)
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{
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spriteRenderer.sprite = sprite;
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}
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if (animationHighlight >= 0 && animationHighlight < AnimationTree.Count)
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{
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if (hp < 0)
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{
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Debug.LogError("@@@@@@@@@@@@跳过while");
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return;
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}
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OnAnimationIng?.Invoke(animationHighlight);
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await Task.Delay(AnimationTree[animationHighlight].CharacterAnimationFrameInterval);
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}
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}
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else
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{
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break;
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}
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}
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OnAnimationEnd?.Invoke(lsanimationHighlight);
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if (lsanimationHighlight == dieIndex)
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{
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//SpawnPool.intance.DeadNumber += 1;
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SpawnMonster.intance.enemysList.Remove(this.gameObject);
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if (SpawnMonster.intance.enemysList.Count<=0)
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{
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SpawnMonster.intance.Index += 1;
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}
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Destroy(this.gameObject);
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//Destroy(this);
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}
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if (lsanimationHighlight == hitIndex)
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{
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animationHighlight = normalIndex;
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}
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}
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}
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/// <summary>
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/// 角色死亡
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/// </summary>
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public virtual void die()
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{
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if (Application.isPlaying)
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{
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GetComponent<CharacterClick>().HideInfoPanel();
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animationHighlight = dieIndex;
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Navigation.PauseAnimation();
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if (!IsDead)
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{
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UIContorl.instance.Killnumber++;
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SkillBox.instance.AddExperience(gold, this.gameObject.transform);
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IsDead = true;
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}
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HaveDieTime++;
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}
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}
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/// <summary>
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/// 角色受到攻击
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/// </summary>
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public virtual void hit()
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{
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if (Application.isPlaying)
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{
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animationHighlight = hitIndex;
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}
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}
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/// <summary>
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/// 角色减速
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/// </summary>
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public void SlowDown(float num)
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{
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Navigation.speedFactor *= num;
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}
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/// <summary>
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/// 单位更新buff
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/// </summary>
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async void UpdateBuff()//单位buff更新
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{
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while (true)
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{
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List<BUff> deleteArr = new List<BUff>();
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foreach (BUff buffItem in buffList)
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{
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if (buffItem.executionInterval <= 0)
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{
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buffItem.executionInterval = buffItem.executionInterval_max;
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buffItem.Funaction.Invoke(buffItem.value);
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}
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buffItem.executionInterval -= 0.1f;
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buffItem.timeLeft -= 0.1f;
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if (buffItem.timeLeft <= 0)
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{
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deleteArr.Add(buffItem);
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}
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}
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foreach (BUff item in deleteArr)
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{
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buffList.Remove(item);
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}
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await Task.Delay(100);//buff检测最小时间0.1秒执行一次
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}
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}
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/// <summary>
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/// 重置角色所有状态
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/// </summary>
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public void ResetAllStatus()
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{
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IsDead = false;
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// 重置血量
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Hp = 100f;
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// 重置攻击力
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Attack = 10f;
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// 重置护甲
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physicalArmor = 10;
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magicArmor = 5;
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// 重置等级
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Level = 1;
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// 重置金币
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Gold = 10;
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// 清空 Buff 列表
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buffList.Clear();
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// 如果有导航组件,停止当前的导航行为
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if (Navigation != null)
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{
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//Navigation.Stop(); // 假设你有 Stop 方法来停止导航
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}
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// 重置角色动画
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animationHighlight = 0;
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isAnimationPlay = false;
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// 重置碰撞体(根据需求是否需要调整)
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if (mycollider != null)
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{
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mycollider.enabled = true; // 启用碰撞体
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}
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// 如果有其他需要重置的状态,可以在这里添加
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}
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public void FlashRedEffect(int color = 0, float time = 0.2f)//0、1、2 红、蓝、紫
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{
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// 如果spriteRenderer存在
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if (spriteRenderer != null)
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{
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// 创建一个Sequence来确保动画按顺序执行
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Sequence sequence = DOTween.Sequence();
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// 颜色变化
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if (color == 0)
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{
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// 变为红色并恢复白色
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sequence.Append(spriteRenderer.DOColor(UnityEngine.Color.red, 0.2f))
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.Append(spriteRenderer.DOColor(UnityEngine.Color.white, time));
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}
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else if (color == 1)
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{
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// 更冷的深蓝色
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UnityEngine.Color frostBlueWithAlpha = new UnityEngine.Color(0.2f, 0.5f, 1f); ; // 冰冻蓝色
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// 变为蓝色并恢复白色
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sequence.Append(spriteRenderer.DOColor(frostBlueWithAlpha, 0.2f))
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.Append(spriteRenderer.DOColor(UnityEngine.Color.white, time));
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}
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else if (color == 2)
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{
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// 中毒的紫色
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UnityEngine.Color poisonPurpleWithAlpha = new UnityEngine.Color(0.6f, 0.2f, 0.8f); // 紫色调,带有绿色的感觉
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// 变为紫色并恢复白色
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sequence.Append(spriteRenderer.DOColor(poisonPurpleWithAlpha, 0.2f))
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.Append(spriteRenderer.DOColor(UnityEngine.Color.white, time));
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}
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// 开始执行Sequence
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sequence.Play();
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}
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}
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public void StopDoTween(float stopTime)
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{
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// 暂停当前的动画
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transform.DOPause();
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// 插入一个自定义的延迟(僵直时间)
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DOTween.To(() => 0f, x => { }, 0f, stopTime).OnKill(() =>
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{
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// 在延迟结束后恢复动画
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transform.DOPlay();
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});
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}
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public void SetSelfInfo()
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{
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if (camp==Camp.Player)
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{
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// Debug.Log("攻击力赋值==============================" + MengyaoInfo.Instance.m_Mengyao.Count);
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foreach (Character character in MengyaoInfo.Instance.m_Mengyao)
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{
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if (id ==character.Id)
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{
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Name = character.Name;
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MinAttack = int.Parse(character.MinAttack);
|
||
MaxAttack = int.Parse(character.MaxAttack);
|
||
AttackCD = float.Parse(character.AttackCD);
|
||
CritRate = float.Parse(character.CritRate);
|
||
Quality=character.Quality;//品质
|
||
Elements=character.Elements;//属性
|
||
Info=character.Info;//详情
|
||
SkillId=character.SkillId;//技能
|
||
AttackType=character.AttackType;//攻击类型
|
||
AttackActionType=character.AttackActionType;//攻击作用类型
|
||
CriticalHitRateBonus = float.Parse(character.CriticalHitRateBonus);
|
||
AttackRange = float.Parse(character.AttackRange);
|
||
//Debug.Log("攻击力赋值++++++++++++++++++++++++++++++");
|
||
}
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
/// <summary>
|
||
/// 计算伤害
|
||
/// </summary>
|
||
/// <param name="self">造成者</param>
|
||
/// <param name="Target">目标</param>
|
||
/// <returns></returns>
|
||
/// 萌妖每次攻击对敌人造成伤害=a*(1+g+d+e)*(1-b/100)*c*(1+h)
|
||
//暴击情况下萌妖每次攻击对敌人造成伤害=a* (1+g+d+e)*(1-b/100)*c* (1+h)*(2+f)
|
||
public float DamageCreate(Role Target)//伤害生成
|
||
{
|
||
// 生成普通伤害
|
||
float hurt = UnityEngine.Random.Range(MinAttack, MaxAttack);
|
||
// 判断是否暴击
|
||
float critChance = UnityEngine.Random.Range(0f, 1f); // 生成一个0到1之间的随机数
|
||
//敌人防御力
|
||
float TargetDefense = Target.gameObject.GetComponent<enemy>().Defense;
|
||
|
||
if (critChance < CritRate*(1+mySkillUp.CriticalRate)) // 如果暴击发生
|
||
{
|
||
// 计算暴击伤害(普通伤害乘以暴击加成)
|
||
hurt *= (2 + CriticalHitRateBonus*(1+ mySkillUp.CriticalDamage));
|
||
isGoodDamege = true;
|
||
UnityEngine.Debug.Log("暴击发生!伤害增加");
|
||
}
|
||
|
||
hurt *= (1 + mySkillUp.DamageUp);
|
||
// Debug.LogError("伤害加成:"+ mySkillUp.DamageUp);
|
||
if (Target.hasfalg(CharacterFlags.big)) // 如果是大型敌人
|
||
{
|
||
hurt*=(1+mySkillUp.DamageOfBig);
|
||
//Debug.LogError("大型敌人加成");
|
||
}
|
||
|
||
if (Target.hasfalg(CharacterFlags.min)) // 如果是小型敌人
|
||
{
|
||
hurt *= (1 + mySkillUp.DamageOfMin);
|
||
//Debug.LogError("小型敌人加成");
|
||
}
|
||
|
||
if (Target.hasfalg(CharacterFlags.fly)) // 如果是飞行敌人
|
||
{
|
||
hurt *= (1 + mySkillUp.DamageOfSky);
|
||
//Debug.LogError("飞行敌人加成");
|
||
}
|
||
|
||
if (Target.hasfalg(CharacterFlags.land)) // 如果是地面敌人
|
||
{
|
||
hurt *= (1 + mySkillUp.DamageOfland);
|
||
//Debug.LogError("地面敌人加成");
|
||
}
|
||
if (Target.GetComponent<enemy>().isSlowed) // 如果敌人减速
|
||
{
|
||
hurt *= (1 + mySkillUp.DamageOfSlow);
|
||
UnityEngine.Debug.Log("减速敌人加成");
|
||
}
|
||
|
||
|
||
hurt *= (1 + WuxingDamage(Target.gameObject.GetComponent<enemy>()));//计算五行属性伤害
|
||
hurt *= HujiaDamage(Target.gameObject.GetComponent<enemy>());//计算破甲伤害
|
||
|
||
if (hurt * (1 - TargetDefense / 100) < 1)
|
||
{
|
||
hurt = 1;
|
||
}
|
||
else
|
||
{
|
||
hurt *= (1 - TargetDefense / 100);
|
||
}
|
||
if (GetComponent<enemy>())
|
||
{
|
||
GetComponent<enemy>().HarmNumber += Mathf.Round(hurt);
|
||
}
|
||
return Mathf.Round(hurt);
|
||
}
|
||
|
||
public virtual void SlowDown(float slowFactor, float duration)
|
||
{
|
||
|
||
}
|
||
|
||
|
||
|
||
public void ApplyPoisonDamage(float poisonDuration, float poisonInterval, float poisonDamage, Role AttackRole)
|
||
{
|
||
// 使用异步方法时要确保调用时使用 await,或者启动异步任务
|
||
ApplyPoisonCoroutine(poisonDuration, poisonInterval, poisonDamage, AttackRole);
|
||
}
|
||
|
||
private async Task ApplyPoisonCoroutine(float poisonDuration, float poisonInterval, float poisonDamage, Role AttackRole)
|
||
{
|
||
float elapsedTime = 0f;
|
||
FlashRedEffect(2, poisonDuration);
|
||
|
||
// 通过一个时间间隔来每隔一段时间触发伤害
|
||
while (elapsedTime < poisonDuration)
|
||
{
|
||
// 等待下一个伤害时间点
|
||
await Task.Delay((int)(poisonInterval * 1000)); // 乘以1000转换为毫秒
|
||
|
||
// 每隔 poisonInterval 执行一次伤害
|
||
this.bloodLoss(new object[] { this, poisonDamage, DamageType.magicDamage, AttackRole });
|
||
//Hp -= poisonDamage;
|
||
|
||
UnityEngine.Debug.Log($"中毒伤害: {poisonDamage}, 当前血量: {hp}/{maxHp}");
|
||
|
||
elapsedTime += poisonInterval;
|
||
}
|
||
|
||
UnityEngine.Debug.Log("中毒效果结束");
|
||
}
|
||
|
||
|
||
public float WuxingDamage(enemy Target)//五行属性伤害计算 返回倍率减伤或增加伤害
|
||
{
|
||
// 克制关系表(使用二维数组或字典表示)
|
||
// 行:敌人属性,列:萌妖属性
|
||
// 正数表示加成,负数表示减成,0表示无影响
|
||
float[,] attributeRelations = new float[5, 5]
|
||
{
|
||
// 金 木 水 火 土
|
||
{ 0f, 0.5f, 0f, -0.25f, 0f }, // 金
|
||
{ -0.25f, 0f, 0f, 0f, 0.5f }, // 木
|
||
{ 0f, 0f, 0f, 0.5f, -0.25f }, // 水
|
||
{ 0.5f, 0f, -0.25f, 0f, 0f }, // 火
|
||
{ 0f, -0.25f, 0.5f, 0f, 0f } // 土
|
||
};
|
||
|
||
|
||
// 获取克制关系
|
||
float relation = attributeRelations[ (int)GetComponent<enemy>().elementType,(int)Target.elementType];
|
||
|
||
// 如果是正数,表示加成,增加伤害
|
||
// 如果是负数,表示减成,减少伤害
|
||
// UnityEngine.Debug.Log("属性关系:"+"萌妖"+ GetComponent<enemy>().elementType+"::"+"敌人"+ Target.elementType+"伤害加成"+relation);
|
||
return relation;
|
||
}
|
||
|
||
public float HujiaDamage(enemy Target)//护甲伤害计算 返回倍率减伤或增加伤害
|
||
{
|
||
// 克制关系表(使用二维数组表示,行表示攻击类型,列表示防御类型)
|
||
float[,] attackDefenseRelations = new float[5, 4]
|
||
{
|
||
// 轻甲 重甲 魔盾 灵体
|
||
{ 1f, 0.5f, 1f, 0.35f }, // 普通攻击
|
||
{ 0.6f, 1.5f, 1f, 0.35f }, // 破甲攻击
|
||
{ 1.5f, 0.75f, 1f, 0.35f }, // 刺穿攻击
|
||
{ 1.25f, 1.5f, 0.5f, 2f }, // 魔法攻击
|
||
{ 1f, 1f, 1f, 1f } // 真实攻击
|
||
};
|
||
|
||
|
||
// 获取克制关系
|
||
float relation = attackDefenseRelations[int.Parse(AttackType), (int)Target.defenseType];
|
||
|
||
|
||
// 如果是正数,表示加成,增加伤害
|
||
// 如果是负数,表示减成,减少伤害
|
||
//UnityEngine.Debug.Log("破甲关系:" + "萌妖" + AttackType + "::" + "敌人" + Target.defenseType + "伤害加成" + relation);
|
||
return relation;
|
||
}
|
||
|
||
|
||
|
||
void OnDestroy()
|
||
{
|
||
this.AnimationTree = null;
|
||
|
||
// 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();
|
||
}
|
||
}
|