using System; using GameWorld; using UnityEngine; public class EnemyRiderHurt : EnemyBaseHurt { protected override void Init() { this.defaultAnimName = "Hit1"; this.defaultAirAnimName = "Hit1"; this.hurtData = SingletonMono.Instance.hurt[EnemyType.骑兵]; } protected override void PhysicAndEffect(Vector2 speed, Vector2 aieSpeed, string normalAtkType, string airAtkType) { if (this.action.stateMachine.currentState == "HitQTE") { return; } base.PhysicAndEffect(speed, aieSpeed, normalAtkType, airAtkType); } protected override void PlayHurtAudio() { base.PlayHurtAudio(); if (base.PlaySpHurtAudio()) { R.Audio.PlayEffect(401, new Vector3?(base.transform.position)); } } protected override void FlashAttackHurt() { this.ExecuteDieEffect(); R.Effect.Generate(214, null, default(Vector3), default(Vector3), default(Vector3), true); SingletonMono.Instance.TimeSlowByFrameOn60Fps(30, 0.5f); R.Camera.Controller.CameraShake(0.5f, 0.2f, CameraController.ShakeTypeEnum.Rect, false); R.Camera.Controller.OpenMotionBlur(0.0833333358f, 1f, base.transform.position); this.SetHitSpeed(Vector2.zero); base.GenerateCritHurtNum(base.flashAttackDamage); this.action.AnimChangeState(RiderAction.StateEnum.Hit1, 0.5f); base.FlashAttackHurt(); } public override void QTEHurt() { base.QTEHurt(); R.Player.Action.QTEHPRecover(false); base.QTEZPositionRecover(); base.QTEHpMinus(); } public override void EnemyDie() { } protected override void ExecuteDie() { if (this.deadFlag) { return; } R.Player.Action.QTEHPRecover(false); R.Audio.PlayEffect(UnityEngine.Random.Range(105, 108), new Vector3?(base.transform.position)); this.deadFlag = true; this.eAttr.currentHp = 0; this.eAttr.inWeakState = false; this.eAttr.isFlyingUp = false; this.eAttr.checkHitGround = false; this.eAttr.stiffTime = 0f; this.eAttr.timeController.SetGravity(1f); EventManager.PostEvent("EnemyKilled", this.eAttr); this.action.WeakEffectDisappear("Null"); R.Effect.Generate(91, null, base.transform.position + new Vector3(0f, 1.2f, LayerManager.ZNum.Fx), Vector3.zero, default(Vector3), true); R.Effect.Generate(49, base.transform, default(Vector3), default(Vector3), default(Vector3), true); R.Effect.Generate(14, null, base.transform.position + new Vector3(0f, 1.2f, LayerManager.ZNum.Fx), default(Vector3), default(Vector3), true); base.AddCoinAndExp(); this.SpDieEffect(); R.Effect.Generate(213, null, default(Vector3), default(Vector3), default(Vector3), true); R.Effect.Generate(214, null, default(Vector3), default(Vector3), default(Vector3), true); SingletonMono.Instance.TimeSlowByFrameOn60Fps(45, 0.2f); R.Camera.Controller.CameraShake(0.9166667f, 0.3f, CameraController.ShakeTypeEnum.Rect, false); this.action.hurtBox.gameObject.SetActive(false); this.eAttr.inWeakState = false; } private void SpDieEffect() { Transform transform = UnityEngine.Object.Instantiate(this.headPrefab, this.headPos.position, this.headPos.localRotation); Vector3 localScale = transform.localScale; localScale.x *= Mathf.Sign(base.transform.localScale.x); transform.localScale = localScale; Vector2 velocity = new Vector2(Mathf.Sign(base.transform.localScale.x) * 5f, 20f); transform.GetComponent().velocity = velocity; transform.GetComponent().SetAngularSpeed(1000f); } [SerializeField] private Transform headPos; [SerializeField] private Transform headPrefab; }