418 lines
10 KiB
C#
418 lines
10 KiB
C#
using System.Collections;
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using UnityEngine;
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using UnityEngine.UI;
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using DG.Tweening;
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public class PlayerMove : MonoBehaviour
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{
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public Transform objectToMove; // 要移动的对象
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public Transform[] pathPoints; // 路径上的点的数组
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public float duration = 5f; // 移动的持续时间
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public bool isLooping = false; // 是否循环路径
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int startIndex = 0;
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int endIndex = 0;
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public float Speed;
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public Transform EndPos;
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public Transform TypeEndPos1;
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public Transform TypeEndPos2;
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public Transform TypeEndPos3;
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public Transform TypeEndPos4;
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public Transform TypeEndPos5;
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public Transform TypeEndPos6;
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public Transform JumpPos;
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public Transform Pos1Parent;
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public Transform Pos2Parent;
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public Transform Pos3Parent;
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public Transform Pos4Parent;
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public Transform Pos5Parent;
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public Transform Pos6Parent;
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public Transform OutParent;
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public Transform ReturnPos;//返回的位置
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public bool IsBoos;
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public AllHouseContro allHouseContro;
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private void Start()
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{
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Speed = 2f;
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}
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public void MoveOutParent()
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{
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// 记录原始的父物体
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// 将 childObject 设为新的 parentObject 的子节点,并放到最后一个位置
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objectToMove.SetParent(OutParent);
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objectToMove.SetAsLastSibling();
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}
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public void MoveInParent(Transform Parent)
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{
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objectToMove.SetParent(Parent);
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objectToMove.SetAsFirstSibling();
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}
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public void JudgeEnd()
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{
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if (EndPos == TypeEndPos1)
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{
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if (!IsBoos)
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{
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PlayerMovePos.instance.HouseId = 1;
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}
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else
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{
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BossContro.instance.HouseId = 1;
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}
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}
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else if (EndPos == TypeEndPos2)
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{
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if (!IsBoos)
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{
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PlayerMovePos.instance.HouseId = 2;
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}
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else
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{
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BossContro.instance.HouseId = 2;
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}
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}
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else if(EndPos == TypeEndPos3)
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{
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if (!IsBoos)
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{
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PlayerMovePos.instance.HouseId = 3;
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}
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else
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{
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BossContro.instance.HouseId = 3;
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}
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}
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else if (EndPos == TypeEndPos4)
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{
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if (!IsBoos)
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{
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PlayerMovePos.instance.HouseId = 4;
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}
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else
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{
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BossContro.instance.HouseId = 4;
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}
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}
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else if (EndPos == TypeEndPos5)
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{
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if (!IsBoos)
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{
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PlayerMovePos.instance.HouseId = 5;
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}
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else
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{
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BossContro.instance.HouseId = 5;
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}
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}
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else if (EndPos == TypeEndPos6)
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{
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if (!IsBoos)
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{
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PlayerMovePos.instance.HouseId = 6;
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}
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else
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{
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BossContro.instance.HouseId = 6;
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}
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}
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}
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public void SetParentToHouse()
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{
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if (EndPos == TypeEndPos1)
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{
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MoveInParent(Pos1Parent);
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}
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else if (EndPos == TypeEndPos2)
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{
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MoveInParent(Pos2Parent);
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}
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else if (EndPos == TypeEndPos3)
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{
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MoveInParent(Pos3Parent);
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}
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else if (EndPos == TypeEndPos4)
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{
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MoveInParent(Pos4Parent);
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}
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else if (EndPos == TypeEndPos5)
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{
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MoveInParent(Pos5Parent);
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}
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else if (EndPos == TypeEndPos6)
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{
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MoveInParent(Pos6Parent);
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}
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}
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public void ReturnStartPos()//回到起始点
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{
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EndPos = ReturnPos;
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StartMove();
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}
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public bool JudagePos1()
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{
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if (EndPos==TypeEndPos1)
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{
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return true ;
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}
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return false;
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}
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public void StartMove()
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{
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// 提取路径中的所有点的位置
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for (int i = 0; i < pathPoints.Length; i++)
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{
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if (!IsBoos&&PlayerMovePos.instance.StartPos == pathPoints[i])
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{
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startIndex = i;
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Debug.Log("Startindex"+i);
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}
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else if (IsBoos && BossContro.instance.BoosStartPos== pathPoints[i])
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{
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startIndex = i;
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Debug.Log("Startindex" + i);
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}
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if (EndPos == pathPoints[i])
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{
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endIndex = i;
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Debug.Log("Endindex" + i);
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}
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}
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if (endIndex>startIndex)
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{
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duration=(endIndex-startIndex)/Speed;
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Vector3[] waypoints = new Vector3[endIndex-startIndex+1];
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for (int i=startIndex,j=0;j< pathPoints.Length&&i<=endIndex; i++,j++)
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{
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if (!JudagePos1() && pathPoints[i]==JumpPos)
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{
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waypoints[j] = pathPoints[i - 1].position;
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continue;
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}
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waypoints[j]=pathPoints[i].position;
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}
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OnMove(waypoints);
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}
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else if(endIndex < startIndex)
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{
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duration = (startIndex-endIndex) / Speed;
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Vector3[] waypoints = new Vector3[startIndex-endIndex + 1];
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for (int i = startIndex, j = 0; j < pathPoints.Length && i >= endIndex; i--, j++)
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{
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if (!JudagePos1() && pathPoints[i] == JumpPos)
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{
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waypoints[j] = pathPoints[i+1].position;
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continue;
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}
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waypoints[j] = pathPoints[i].position;
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}
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OnMove(waypoints);
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}
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}
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public void AfterMove()
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{
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if (!PlayerMovePos.instance.IsReturn)
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{
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if (!IsBoos)
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{
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objectToMove.DOMoveY(objectToMove.position.y + 100, 0.5f).OnComplete(() => {
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JudgeEnd();
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SetParentToHouse();
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PlayerMovePos.instance.StartPos = EndPos;
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PlayerMovePos.instance.PlayAni.SetInteger("State", 0);
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MaskContro.instance.SetMask(false);
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});
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}
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else
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{
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JudgeEnd();
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BossContro.instance.BossAni.SetInteger("State", 0);//停止移动
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allHouseContro.ControOneDoorOpen(BossContro.instance.HouseId,() => {//开门
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BossContro.instance.BossAni.SetInteger("State", 1);
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objectToMove.DOMoveY(objectToMove.position.y + 100, 0.5f).OnComplete(() => {//进房间
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SetParentToHouse();
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StartCoroutine(BoosAttack());
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BossContro.instance.BoosStartPos = EndPos;
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//JudgeSuccOrFail();
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});
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});
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}
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}
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else
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{
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PlayerMovePos.instance.IsReturn = false;//重置
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MaskContro.instance.SetMask(false);
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}
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}
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IEnumerator BoosAttack()
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{
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BossContro.instance.BossAni.SetInteger("State", 2);
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yield return new WaitForSeconds(3f);
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BossContro.instance.BossAni.SetInteger("State", 0);
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BettingBtn.instance.GiveMoney();
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yield return new WaitForSeconds(2f);
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JudgeSuccOrFail();
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}
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public void JudgeSuccOrFail()
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{
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if (BossContro.instance.BoosStartPos == PlayerMovePos.instance.StartPos && PlayerMovePos.instance.HadChoise)
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{
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//BossContro.instance.BossAni.SetInteger("State", 2);//boos攻击
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Debug.Log("失败");//失败
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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("胜利");//胜利
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SucceePanel.instance.ShowPanel();
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}
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else
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{
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Debug.Log("没有失败和胜利");//胜利
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}
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HegemonTime.instance.StartCoroutine(HegemonTime.instance.StartGame());//重新计算时间
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}
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public void Rotate()
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{
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Vector3 currentRotation = objectToMove.localEulerAngles;
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currentRotation.y += 180f;
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objectToMove.localEulerAngles = currentRotation;
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}
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public void OnMove(Vector3[] waypoints)
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{
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if (!IsBoos)
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{
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PlayerMovePos.instance.PlayAni.SetInteger("State", 1);
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MaskContro.instance.SetMask(true);
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}
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MoveOutParent();
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Tween pathTween = objectToMove.DOPath(waypoints, duration, PathType.Linear)
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.SetEase(Ease.Linear) // 设置线性过渡效果
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.SetLoops(isLooping ? -1 : 0)
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.OnWaypointChange((index) =>
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{
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// 当物体到达某个路径点时回调
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if (index < waypoints.Length - 1)
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{
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Vector3 currentWaypoint = waypoints[index];
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Vector3 nextWaypoint = waypoints[index + 1];
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if (IsBoos)
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{
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if (nextWaypoint.x < currentWaypoint.x && !BossContro.instance.IsLeft)
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{
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BossContro.instance.IsLeft = true;
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// 旋转物体使其面向左侧(绕Y轴旋转180度)
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Rotate();
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}
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else if (nextWaypoint.x > currentWaypoint.x && BossContro.instance.IsLeft)
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{
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BossContro.instance.IsLeft = false;
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Rotate();
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}
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}
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else
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{
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// 判断物体是否需要旋转
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if (nextWaypoint.x < currentWaypoint.x && !PlayerMovePos.instance.IsLeft)
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{
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PlayerMovePos.instance.IsLeft = true;
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// 旋转物体使其面向左侧(绕Y轴旋转180度)
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Rotate();
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}
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else if (nextWaypoint.x > currentWaypoint.x && PlayerMovePos.instance.IsLeft)
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{
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PlayerMovePos.instance.IsLeft = false;
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Rotate();
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}
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}
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}
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})
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.OnComplete(AfterMove);
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}
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} |