GiantRobotAnimEvent.cs 7.2 KB

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  1. using System;
  2. using System.Collections;
  3. using GameWorld;
  4. using LitJson;
  5. using UnityEngine;
  6. public class GiantRobotAnimEvent : BaseBehaviour
  7. {
  8. private GameObject player
  9. {
  10. get
  11. {
  12. return R.Player.GameObject;
  13. }
  14. }
  15. private void Awake()
  16. {
  17. this._action = base.GetComponent<GiantRobotAction>();
  18. this._eAttr = base.GetComponentInChildren<EnemyAttribute>();
  19. this._enemyAtk = base.GetComponentInChildren<EnemyAtk>();
  20. this.bodyLower = GameObject.Find("BodyLower");
  21. }
  22. private void Start()
  23. {
  24. this._jsonData = SingletonMono<EnemyDataPreload>.Instance.attack[EnemyType.巨型机器人];
  25. }
  26. public void ChangeState(GiantRobotAction.StateEnum sta)
  27. {
  28. this._action.AnimChangeState(sta, 1f);
  29. }
  30. public void SetAtkData()
  31. {
  32. this._enemyAtk.atkData = this._jsonData[this._action.stateMachine.currentState];
  33. this._enemyAtk.atkId = Incrementor.GetNextId();
  34. }
  35. public void Attack2Effect()
  36. {
  37. R.Effect.Generate(133, base.transform, default(Vector3), default(Vector3), default(Vector3), true);
  38. R.Effect.Generate(145, base.transform, new Vector2(1.2f, 1f), default(Vector3), default(Vector3), true);
  39. }
  40. public void NormalLaserAttack()
  41. {
  42. this.halo_L.SetActive(true);
  43. this.halo_R.SetActive(true);
  44. this.NormalLaser(true);
  45. this.NormalLaser(false);
  46. }
  47. private void NormalLaser(bool left)
  48. {
  49. Vector2 v = (!left) ? (this.laser_R_F.position - this.laser_R.position) : (this.laser_L_F.position - this.laser_L.position);
  50. Transform transform = R.Effect.Generate(204, (!left) ? this.laser_R_F : this.laser_L_F, default(Vector3), default(Vector3), default(Vector3), true);
  51. Laser component = transform.GetComponent<Laser>();
  52. component.AppearLaser(v, base.gameObject, true);
  53. component.SetAtkData(this._jsonData[this._action.stateMachine.currentState], this._eAttr.atk);
  54. }
  55. public void LaserAttack(int frame)
  56. {
  57. this.halo_L.SetActive(true);
  58. this.halo_R.SetActive(true);
  59. base.StartCoroutine(this.LaserRotate(this.laser_L_F, true, frame));
  60. base.StartCoroutine(this.LaserRotate(this.laser_R_F, false, frame));
  61. }
  62. private IEnumerator LaserRotate(Transform initPos, bool left, int frame)
  63. {
  64. Vector2 dir = (!left) ? (this.laser_R_F.position - this.laser_R.position) : (this.laser_L_F.position - this.laser_L.position);
  65. Transform laser = R.Effect.Generate(203, initPos, default(Vector3), default(Vector3), default(Vector3), true);
  66. laser.parent = initPos;
  67. Laser i = laser.GetComponent<Laser>();
  68. i.AppearLaser(dir, base.gameObject, false);
  69. i.SetAtkData(this._jsonData[this._action.stateMachine.currentState], this._eAttr.atk);
  70. yield return base.StartCoroutine(laser.GetComponent<Laser>().LaserFadeIn());
  71. for (int j = 0; j < frame; j++)
  72. {
  73. if (this._action.IsInWeakSta())
  74. {
  75. break;
  76. }
  77. i.Rotate(this.GetLaserDir(left));
  78. yield return null;
  79. }
  80. yield return base.StartCoroutine(laser.GetComponent<Laser>().LaserFadeOut());
  81. UnityEngine.Object.Destroy(laser.gameObject);
  82. this.DisappearHalo();
  83. yield break;
  84. }
  85. private Vector2 GetLaserDir(bool left)
  86. {
  87. return (!left) ? (this.laser_R_F.position - this.laser_R.position) : (this.laser_L_F.position - this.laser_L.position);
  88. }
  89. public void DisappearHalo()
  90. {
  91. this.halo_L.SetActive(false);
  92. this.halo_R.SetActive(false);
  93. }
  94. public void BackToIdle()
  95. {
  96. if (this._action.IsInWeakSta())
  97. {
  98. this._eAttr.enterWeakMod = false;
  99. this._action.AnimChangeState(GiantRobotAction.StateEnum.ReadyToWeakMod, 1f);
  100. }
  101. else
  102. {
  103. this._action.AnimChangeState(GiantRobotAction.StateEnum.Ready, 1f);
  104. }
  105. }
  106. public IEnumerator WeakOver()
  107. {
  108. for (int i = 0; i < 115; i++)
  109. {
  110. if (this._action.stateMachine.currentState == "WeakMod" && !this._action.IsInWeakSta())
  111. {
  112. this._action.AnimChangeState(GiantRobotAction.StateEnum.WeakModToReady, 1f);
  113. }
  114. yield return new WaitForFixedUpdate();
  115. }
  116. yield break;
  117. }
  118. public void CameraShake(int frame)
  119. {
  120. R.Camera.Controller.CameraShake((float)frame / 60f, 0.1f, CameraController.ShakeTypeEnum.Vertical, false);
  121. }
  122. public void PlaySound(int id)
  123. {
  124. R.Audio.PlayEffect(id, new Vector3?(base.transform.position));
  125. }
  126. public void DestroySelf()
  127. {
  128. R.Enemy.RemoveEnemy(this._eAttr);
  129. }
  130. public void DestroyBodyLower()
  131. {
  132. if (this.bodyLower != null)
  133. {
  134. UnityEngine.Object.Destroy(this.bodyLower);
  135. }
  136. }
  137. public void QTEDieShadeAtkHitGround(int times)
  138. {
  139. Transform hurtPos = this.GetHurtPos(times);
  140. int num = InputSetting.JudgeDir(base.transform.position, hurtPos.position);
  141. Transform transform = R.Effect.Generate(180, null, new Vector3(hurtPos.position.x, base.transform.position.y, 0f), default(Vector3), default(Vector3), true);
  142. Vector3 localScale = transform.localScale;
  143. localScale.x *= (float)(num * -1);
  144. transform.localScale = localScale;
  145. }
  146. public void QTEDieEffect(int times)
  147. {
  148. Transform hurtPos = this.GetHurtPos(times);
  149. GiantRobotHurt component = base.GetComponent<GiantRobotHurt>();
  150. component.HitEffect(hurtPos.localPosition, "Atk1");
  151. SingletonMono<CameraController>.Instance.CameraShake(0.06666667f, 0.2f, CameraController.ShakeTypeEnum.Rect, false);
  152. }
  153. public void ArmFallDown()
  154. {
  155. R.Camera.Controller.CameraShake(0.5f, 0.2f, CameraController.ShakeTypeEnum.Rect, false);
  156. SingletonMono<WorldTime>.Instance.TimeSlowByFrameOn60Fps(30, 0.5f);
  157. }
  158. public void QTEDiePlayerHitGround()
  159. {
  160. this.player.transform.position += Vector3.up * 6f;
  161. R.Player.Action.ChangeState(PlayerAction.StateEnum.QTEHitGround, 1f);
  162. }
  163. public void CameraZoomIn()
  164. {
  165. SingletonMono<CameraController>.Instance.CameraZoom(base.transform.position + new Vector3(2f, 4f, 0f), 0.5f, 3f);
  166. }
  167. public void QTEDiePlayerPush()
  168. {
  169. this.player.transform.position += new Vector3(2f, 4f, 0f);
  170. R.Player.Action.TurnRound(-1);
  171. R.Player.Action.ChangeState(PlayerAction.StateEnum.AirQTEPush, 1f);
  172. }
  173. public void QTEDieFinalHurt()
  174. {
  175. EnemyHurtAtkEventArgs args = new EnemyHurtAtkEventArgs(base.gameObject, EnemyHurtAtkEventArgs.HurtTypeEnum.Execute, string.Empty);
  176. EventManager.PostEvent<GameObject, EnemyHurtAtkEventArgs>("EnemyHurtAtk", this.player.gameObject, args);
  177. }
  178. private Transform GetHurtPos(int times)
  179. {
  180. switch (times)
  181. {
  182. case 1:
  183. return this.RForeArm;
  184. case 2:
  185. return this.RArm;
  186. case 3:
  187. return this.LForeArm;
  188. case 4:
  189. return this.LArm;
  190. default:
  191. return this.Center;
  192. }
  193. }
  194. private GiantRobotAction _action;
  195. private EnemyAttribute _eAttr;
  196. private JsonData _jsonData;
  197. [SerializeField]
  198. private Transform LArm;
  199. [SerializeField]
  200. private Transform LForeArm;
  201. [SerializeField]
  202. private Transform RArm;
  203. [SerializeField]
  204. private Transform RForeArm;
  205. [SerializeField]
  206. private Transform Center;
  207. [SerializeField]
  208. private Transform headPos;
  209. [SerializeField]
  210. private Transform headPrefab;
  211. [SerializeField]
  212. private Transform laser_L;
  213. [SerializeField]
  214. private Transform laser_L_F;
  215. [SerializeField]
  216. private Transform laser_R;
  217. [SerializeField]
  218. private Transform laser_R_F;
  219. [SerializeField]
  220. private GameObject bodyLower;
  221. public GameObject halo_L;
  222. public GameObject halo_R;
  223. private EnemyAtk _enemyAtk;
  224. }