132 lines
3.6 KiB
C#
132 lines
3.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.UIElements;
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using System.Linq;
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public class jez_Bullet : Bullet
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{
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private bool isReturning = false; // 标记当前是否在返回阶段
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private Vector3 startPosition; // 子弹的起始位置
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private Vector3 targetPosition; // 子弹的目标位置
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private void Start()
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{
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// 记录子弹初始位置
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startPosition = transform.position;
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// 计算子弹的目标位置(向前移动一定距离)
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targetPosition = startPosition + transform.up * (role.AttackRange+2);
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}
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private void Update()
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{
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switch (this.bulletMoveType)
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{
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// 根据子弹的移动方式来移动
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case BulletMoveType.PeerToPeer:
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if (IsMove)
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{
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if (!isReturning)
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{
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// 向目标点移动
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transform.position = Vector3.MoveTowards(transform.position, targetPosition, Time.deltaTime * bulletData.BulletSpeed);
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// 如果到达目标点,开始返回
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if (Vector3.Distance(transform.position, targetPosition) < 0.1f)
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{
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isReturning = true; // 切换到返回阶段
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}
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}
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else
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{
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// 返回到起始位置
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transform.position = Vector3.MoveTowards(transform.position, startPosition, Time.deltaTime * bulletData.BulletSpeed);
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// 如果到达起始位置,停止移动或执行其他逻辑
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if (Vector3.Distance(transform.position, startPosition) < 0.1f)
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{
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IsMove = false; // 停止移动
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Destroy(this.gameObject);
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Debug.Log("回旋镖返回到起始位置");
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}
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}
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}
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break;
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case BulletMoveType.PointToDirection:
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// 实现其他移动方式的逻辑
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break;
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case BulletMoveType.Scope:
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// 实现其他移动方式的逻辑
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break;
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}
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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Role Crole = collision.gameObject.GetComponent<Role>();
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if (Crole)
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{
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if (Crole.camp != role.camp)
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{
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foreach (var buff in role.storageBuff)
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{
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if (!Crole.PlayerBuff.Contains(buff))
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{
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Crole.PlayerBuff.Add(buff);
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}
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}
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Crole.ApplyBuffs();
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// Debug.Log(this.role.gameObject.name + "进行攻击计算");
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int direction = 0;
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if (collision.transform.position.x > transform.position.x) //子弹打到敌人左边,飘字显示到右边
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{
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direction = 1;
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}
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Crole.bloodLoss(new object[] { Crole, role.DamageCreate(Crole.GetComponent<Role>()), attackObj.damageTyp, role }, direction);
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Crole.FlashRedEffect();
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}
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}
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}
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private void OnTriggerStay2D(Collider2D collision)
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{
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}
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private void OnTriggerExit2D(Collider2D collision)
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{
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}
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}
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