_TheStrongestSnail/TheStrongestSnail/Assets/Scripts/Battle_Royale/PlayerMove.cs

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using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
public class PlayerMove : MonoBehaviour
{
public Transform objectToMove; // Ҫ<>ƶ<EFBFBD><C6B6>Ķ<EFBFBD><C4B6><EFBFBD>
public Transform[] pathPoints; // ·<><C2B7><EFBFBD>ϵĵ<CFB5><C4B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public float duration = 5f; // <20>ƶ<EFBFBD><C6B6>ij<EFBFBD><C4B3><EFBFBD>ʱ<EFBFBD><CAB1>
public bool isLooping = false; // <20>Ƿ<EFBFBD>ѭ<EFBFBD><D1AD>·<EFBFBD><C2B7>
int startIndex = 0;
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int endIndex = 0;
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public float Speed;
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public Transform EndPos;
public Transform TypeEndPos1;
public Transform TypeEndPos2;
public Transform TypeEndPos3;
public Transform TypeEndPos4;
public Transform TypeEndPos5;
public Transform TypeEndPos6;
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public Transform JumpPos;
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public Transform Pos1Parent;
public Transform Pos2Parent;
public Transform Pos3Parent;
public Transform Pos4Parent;
public Transform Pos5Parent;
public Transform Pos6Parent;
public Transform OutParent;
public Transform ReturnPos;//<2F><><EFBFBD>ص<EFBFBD>λ<EFBFBD><CEBB>
public bool IsBoos;
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private void Start()
{
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Speed = 2f;
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}
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public void MoveOutParent()
{
// <20><>¼ԭʼ<D4AD>ĸ<EFBFBD><C4B8><EFBFBD><EFBFBD><EFBFBD>
// <20><> childObject <20><>Ϊ<EFBFBD>µ<EFBFBD> parentObject <20><><EFBFBD>ӽڵ㣬<DAB5><E3A3AC><EFBFBD>ŵ<EFBFBD><C5B5><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>λ<EFBFBD><CEBB>
objectToMove.SetParent(OutParent);
objectToMove.SetAsLastSibling();
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}
public void MoveInParent(Transform Parent)
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{
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objectToMove.SetParent(Parent);
objectToMove.SetAsFirstSibling();
}
public void JudgeEnd()
{
if (EndPos == TypeEndPos1)
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{
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MoveInParent(Pos1Parent);
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if (!IsBoos)
{
PlayerMovePos.instance.HouseId = 1;
}
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else
{
BossContro.instance.HouseId = 1;
}
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}
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else if (EndPos == TypeEndPos2)
{
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MoveInParent(Pos2Parent);
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if (!IsBoos)
{
PlayerMovePos.instance.HouseId = 2;
}
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else
{
BossContro.instance.HouseId = 2;
}
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}
else if(EndPos == TypeEndPos3)
{
MoveInParent(Pos3Parent);
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if (!IsBoos)
{
PlayerMovePos.instance.HouseId = 3;
}
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else
{
BossContro.instance.HouseId = 3;
}
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}
else if (EndPos == TypeEndPos4)
{
MoveInParent(Pos4Parent);
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if (!IsBoos)
{
PlayerMovePos.instance.HouseId = 4;
}
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else
{
BossContro.instance.HouseId = 4;
}
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}
else if (EndPos == TypeEndPos5)
{
MoveInParent(Pos5Parent);
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if (!IsBoos)
{
PlayerMovePos.instance.HouseId = 5;
}
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else
{
BossContro.instance.HouseId = 5;
}
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}
else if (EndPos == TypeEndPos6)
{
MoveInParent(Pos6Parent);
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if (!IsBoos)
{
PlayerMovePos.instance.HouseId = 6;
}
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else
{
BossContro.instance.HouseId = 6;
}
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}
}
public void ReturnStartPos()//<2F>ص<EFBFBD><D8B5><EFBFBD>ʼ<EFBFBD><CABC>
{
EndPos = ReturnPos;
StartMove();
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}
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public bool JudagePos1()
{
if (EndPos==TypeEndPos1)
{
return true ;
}
return false;
}
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public void StartMove()
{
// <20><>ȡ·<C8A1><C2B7><EFBFBD>е<EFBFBD><D0B5><EFBFBD><EFBFBD>е<EFBFBD><D0B5><EFBFBD>λ<EFBFBD><CEBB>
for (int i = 0; i < pathPoints.Length; i++)
{
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if (!IsBoos&&PlayerMovePos.instance.StartPos == pathPoints[i])
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{
startIndex = i;
Debug.Log("Startindex"+i);
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}
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else if (IsBoos && BossContro.instance.BoosStartPos== pathPoints[i])
{
startIndex = i;
Debug.Log("Startindex" + i);
}
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if (EndPos == pathPoints[i])
{
endIndex = i;
Debug.Log("Endindex" + i);
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}
}
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if (endIndex>startIndex)
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{
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duration=(endIndex-startIndex)/Speed;
Vector3[] waypoints = new Vector3[endIndex-startIndex+1];
for (int i=startIndex,j=0;j< pathPoints.Length&&i<=endIndex; i++,j++)
{
if (!JudagePos1() && pathPoints[i]==JumpPos)
{
waypoints[j] = pathPoints[i - 1].position;
continue;
}
waypoints[j]=pathPoints[i].position;
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}
OnMove(waypoints);
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}
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else if(endIndex < startIndex)
{
duration = (startIndex-endIndex) / Speed;
Vector3[] waypoints = new Vector3[startIndex-endIndex + 1];
for (int i = startIndex, j = 0; j < pathPoints.Length && i >= endIndex; i--, j++)
{
if (!JudagePos1() && pathPoints[i] == JumpPos)
{
waypoints[j] = pathPoints[i+1].position;
continue;
}
waypoints[j] = pathPoints[i].position;
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}
OnMove(waypoints);
}
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}
public void AfterMove()
{
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if (!PlayerMovePos.instance.IsReturn)
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{
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objectToMove.DOMoveY(objectToMove.position.y + 100, 0.5f).OnComplete(()=>{
JudgeEnd();
if (!IsBoos)
{
PlayerMovePos.instance.StartPos = EndPos;
PlayerMovePos.instance.PlayAni.SetInteger("State",0);
MaskContro.instance.SetMask(false);
}
else
{
//BossContro.instance.BossAni.SetInteger("State", 0);//ֹͣ<CDA3>ƶ<EFBFBD>
StartCoroutine(BoosAttack());
BossContro.instance.BoosStartPos = EndPos;
//JudgeSuccOrFail();
}
});
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}
else
{
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PlayerMovePos.instance.IsReturn = false;//<2F><><EFBFBD><EFBFBD>
MaskContro.instance.SetMask(false);
}
}
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IEnumerator BoosAttack()
{
BossContro.instance.BossAni.SetInteger("State", 2);
yield return new WaitForSeconds(3f);
BossContro.instance.BossAni.SetInteger("State", 0);
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BettingBtn.instance.GiveMoney();
yield return new WaitForSeconds(2f);
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JudgeSuccOrFail();
}
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public void JudgeSuccOrFail()
{
if (BossContro.instance.BoosStartPos == PlayerMovePos.instance.StartPos && PlayerMovePos.instance.HadChoise)
{
//BossContro.instance.BossAni.SetInteger("State", 2);//boos<6F><73><EFBFBD><EFBFBD>
Debug.Log(<><CAA7>");//ʧ<><CAA7>
FailPanel.instance.ShowPanel();
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}
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else if (BossContro.instance.BoosStartPos != PlayerMovePos.instance.StartPos && PlayerMovePos.instance.HadChoise)
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{
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Debug.Log(<><CAA4>");//ʤ<><CAA4>
SucceePanel.instance.ShowPanel();
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}
else
{
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Debug.Log(<><C3BB>ʧ<EFBFBD>ܺ<EFBFBD>ʤ<EFBFBD><CAA4>");//ʤ<><CAA4>
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}
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HegemonTime.instance.StartCoroutine(HegemonTime.instance.StartGame());//<2F><><EFBFBD>¼<EFBFBD><C2BC><EFBFBD>ʱ<EFBFBD><CAB1>
}
public void Rotate()
{
Vector3 currentRotation = objectToMove.localEulerAngles;
currentRotation.y += 180f;
objectToMove.localEulerAngles = currentRotation;
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}
public void OnMove(Vector3[] waypoints)
{
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if (!IsBoos)
{
PlayerMovePos.instance.PlayAni.SetInteger("State", 1);
MaskContro.instance.SetMask(true);
}
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MoveOutParent();
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Tween pathTween = objectToMove.DOPath(waypoints, duration, PathType.Linear)
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.SetEase(Ease.Linear) // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Թ<EFBFBD><D4B9><EFBFBD>Ч<EFBFBD><D0A7>
.SetLoops(isLooping ? -1 : 0)
.OnWaypointChange((index) =>
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E5B5BD>ij<EFBFBD><C4B3>·<EFBFBD><C2B7><EFBFBD><EFBFBD>ʱ<EFBFBD>ص<EFBFBD>
if (index < waypoints.Length - 1)
{
Vector3 currentWaypoint = waypoints[index];
Vector3 nextWaypoint = waypoints[index + 1];
if (IsBoos)
{
if (nextWaypoint.x < currentWaypoint.x && !BossContro.instance.IsLeft)
{
BossContro.instance.IsLeft = true;
// <20><>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0A3A8>Y<EFBFBD><59><EFBFBD><EFBFBD>ת180<38>ȣ<EFBFBD>
Rotate();
}
else if (nextWaypoint.x > currentWaypoint.x && BossContro.instance.IsLeft)
{
BossContro.instance.IsLeft = false;
Rotate();
}
}
else
{
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>Ҫ<EFBFBD><D2AA>ת
if (nextWaypoint.x < currentWaypoint.x && !PlayerMovePos.instance.IsLeft)
{
PlayerMovePos.instance.IsLeft = true;
// <20><>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0A3A8>Y<EFBFBD><59><EFBFBD><EFBFBD>ת180<38>ȣ<EFBFBD>
Rotate();
}
else if (nextWaypoint.x > currentWaypoint.x && PlayerMovePos.instance.IsLeft)
{
PlayerMovePos.instance.IsLeft = false;
Rotate();
}
}
}
})
.OnComplete(AfterMove);
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}
}