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- using System;
- using UnityEngine;
- public class BeelzebubHurt : EnemyBaseHurt
- {
- protected override void Init()
- {
- this.defaultAnimName = "Hit";
- this.defaultAirAnimName = "Hit";
- this.hurtData = SingletonMono<EnemyDataPreload>.Instance.hurt[EnemyType.暴食];
- }
- protected override void PhysicAndEffect(Vector2 speed, Vector2 airSpeed, string normalAtkType, string airAtkType)
- {
- if (this.action.stateMachine.currentState == "HitQTE")
- {
- return;
- }
- base.PhysicAndEffect(speed, airSpeed, normalAtkType, airAtkType);
- }
- protected override void PlayHurtAudio()
- {
- base.PlayHurtAudio();
- if (base.PlaySpHurtAudio())
- {
- R.Audio.PlayEffect(397, new Vector3?(base.transform.position));
- }
- }
- protected override void FlashAttackHurt()
- {
- this.ExecuteDieEffect();
- R.Effect.Generate(214, null, default(Vector3), default(Vector3), default(Vector3), true);
- SingletonMono<WorldTime>.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(BeelzebubAction.StateEnum.Hit, 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;
- }
- base.ExecuteDie();
- if (this.eAttr.rankType == EnemyAttribute.RankType.BOSS)
- {
- R.Trophy.AwardTrophy(25);
- R.Audio.PlayEffect(412, new Vector3?(base.transform.position));
- for (int i = 0; i < R.Enemy.EnemyAttributes.Count; i++)
- {
- R.Enemy.EnemyAttributes[i].GetComponent<EnemyBaseAction>().KillSelf();
- }
- }
- R.Player.Action.QTEHPRecover(this.eAttr.rankType == EnemyAttribute.RankType.BOSS);
- this.action.hurtBox.gameObject.SetActive(false);
- this.eAttr.inWeakState = false;
- this.SetHitSpeed(Vector2.zero);
- }
- }
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