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- using System;
- using System.Collections;
- using GameWorld;
- using LitJson;
- using UnityEngine;
- public class HammerAnimEvent : BaseBehaviour
- {
- private GameObject player
- {
- get
- {
- return R.Player.GameObject;
- }
- }
- private void Awake()
- {
- this._action = base.GetComponent<HammerAction>();
- this._eAttr = base.GetComponent<EnemyAttribute>();
- this._enemyAtk = base.GetComponentInChildren<EnemyAtk>();
- }
- private void Start()
- {
- this._jsonData = SingletonMono<EnemyDataPreload>.Instance.attack[EnemyType.锤子];
- }
- public void ChangeState(HammerAction.StateEnum sta)
- {
- this._action.AnimChangeState(sta, 1f);
- }
- public void SetAtkData()
- {
- this._enemyAtk.atkData = this._jsonData[this._action.stateMachine.currentState];
- this._enemyAtk.atkId = Incrementor.GetNextId();
- }
- public void CameraShake(int frame)
- {
- R.Camera.Controller.CameraShake((float)frame / 60f, 0.2f, CameraController.ShakeTypeEnum.Vertical, false);
- }
- public void BackToIdle()
- {
- if (this._action.IsInWeakSta())
- {
- this._eAttr.enterWeakMod = false;
- this._action.AnimChangeState(HammerAction.StateEnum.IdleToWeakMod, 1f);
- }
- else
- {
- this._action.AnimChangeState(HammerAction.StateEnum.Idle, 1f);
- }
- }
- public IEnumerator WeakOver()
- {
- for (int i = 0; i < 115; i++)
- {
- if (this._action.stateMachine.currentState == "WeakMod" && !this._action.IsInWeakSta())
- {
- this._action.AnimChangeState(HammerAction.StateEnum.WeakModToIdle, 1f);
- }
- yield return new WaitForFixedUpdate();
- }
- yield break;
- }
- public void DestroySelf()
- {
- R.Enemy.RemoveEnemy(this._eAttr);
- base.gameObject.SetActive(false);
- base.Invoke("DestroyGameObject", Time.deltaTime);
- }
- private void DestroyGameObject()
- {
- UnityEngine.Object.Destroy(base.gameObject);
- }
- public void QTEHurtShadeAtk()
- {
- Transform transform = R.Effect.Generate(177, null, base.transform.position + Vector3.up * 1.5f, default(Vector3), default(Vector3), true);
- Vector3 one = Vector3.one;
- one.x *= (float)this._eAttr.faceDir;
- transform.localScale = one;
- }
- public void QTEHurtShadeAtkBack()
- {
- Transform transform = R.Effect.Generate(180, null, base.transform.position, default(Vector3), default(Vector3), true);
- Vector3 one = Vector3.one;
- one.x *= (float)this._eAttr.faceDir;
- transform.localScale = one;
- }
- public void QTEHitEffect()
- {
- R.Audio.PlayEffect(258, new Vector3?(base.transform.position));
- EnemyBaseHurt component = base.GetComponent<EnemyBaseHurt>();
- component.HitEffect(component.center.localPosition, "Atk1");
- R.Camera.Controller.CameraShake(0.166666672f, 0.2f, CameraController.ShakeTypeEnum.Rect, false);
- }
- public void PlayerRollAttack()
- {
- this.player.transform.position = base.transform.position + Vector3.up * 6f;
- R.Player.Action.ChangeState(PlayerAction.StateEnum.QTERoll, 1f);
- this.player.GetComponent<PlayerTimeController>().SetSpeed(Vector2.left * (float)this._eAttr.faceDir * 3f);
- R.Player.Rigidbody2D.gravityScale = 0.25f;
- }
- public void PlayerRollAttackEffect()
- {
- R.Audio.PlayEffect(258, new Vector3?(base.transform.position));
- EnemyBaseHurt component = base.GetComponent<EnemyBaseHurt>();
- component.HitEffect(this.player.transform.position - base.transform.position, "Atk1");
- R.Camera.Controller.CameraShake(0.06666667f, 0.2f, CameraController.ShakeTypeEnum.Rect, false);
- }
- public void QTEFinalHurt()
- {
- EnemyHurtAtkEventArgs args = new EnemyHurtAtkEventArgs(base.gameObject, EnemyHurtAtkEventArgs.HurtTypeEnum.QTEHurt);
- EventManager.PostEvent<GameObject, EnemyHurtAtkEventArgs>("EnemyHurtAtk", this.player, args);
- }
- public void PlayerBackToIdle()
- {
- R.Player.Action.ChangeState(PlayerAction.StateEnum.EndAtk, 0.5f);
- }
- public void QTEDieShadeAtk()
- {
- Transform transform = R.Effect.Generate(177, null, base.transform.position + Vector3.up * 1.5f, default(Vector3), default(Vector3), true);
- Vector3 one = Vector3.one;
- one.x *= (float)(-(float)this._eAttr.faceDir);
- transform.localScale = one;
- }
- public void WeaponFly()
- {
- R.Audio.PlayEffect(258, new Vector3?(base.transform.position));
- Transform transform = UnityEngine.Object.Instantiate<Transform>(this.weaponPrefab, this.rightHand.position, Quaternion.identity);
- transform.GetComponent<EnemyArm>().SetAngularSpeed((float)(-50 * this._eAttr.faceDir));
- }
- public void HeadFly()
- {
- Transform transform = UnityEngine.Object.Instantiate<Transform>(this.headPrefab, this.headPos.position, Quaternion.identity);
- transform.GetComponent<Rigidbody2D>().velocity = new Vector2((float)(-3 * this._eAttr.faceDir), 20f);
- transform.GetComponent<EnemyArm>().SetAngularSpeed((float)(50 * this._eAttr.faceDir));
- }
- public void CameraZoomIn()
- {
- R.Camera.Controller.CameraZoom(this.headPos.position, 0.166666672f, 3f);
- }
- public void PlayerRush()
- {
- this.player.transform.position += Vector3.up * 2.5f;
- R.Player.Action.ChangeState(PlayerAction.StateEnum.AirQTEPush, 1f);
- }
- public void Cameraback()
- {
- R.Camera.Controller.ZoomFinished();
- }
- public void ExecuteFinalHurt()
- {
- EnemyHurtAtkEventArgs args = new EnemyHurtAtkEventArgs(base.gameObject, EnemyHurtAtkEventArgs.HurtTypeEnum.Execute, string.Empty);
- EventManager.PostEvent<GameObject, EnemyHurtAtkEventArgs>("EnemyHurtAtk", this.player.gameObject, args);
- }
- public void PlayAudio(int id)
- {
- R.Audio.PlayEffect(id, new Vector3?(base.transform.position));
- }
- public void PlayMoveAudio()
- {
- int id = this.moveAudio[UnityEngine.Random.Range(0, this.moveAudio.Length)];
- this.PlayAudio(id);
- }
- public void PlayATK1Effect()
- {
- R.Effect.Generate(195, this.Hammer, default(Vector3), default(Vector3), default(Vector3), true);
- }
- public void PlayATK2Effect()
- {
- base.StartCoroutine(this.GenerateAtk2());
- }
- private IEnumerator GenerateAtk2()
- {
- for (int i = 0; i < 5; i++)
- {
- Transform missile = R.Effect.Generate(197, base.transform, new Vector3(-base.transform.localScale.x * (float)i * 3f, 10f, 0f), default(Vector3), default(Vector3), true);
- Missile j = missile.GetComponent<Missile>();
- j.SetAtkData(this._jsonData["Atk2"], base.gameObject);
- j.damage = this._eAttr.atk;
- Vector3 scale = missile.localScale;
- scale.x *= Mathf.Sign(base.transform.localScale.x);
- missile.localScale = scale;
- yield return new WaitForSeconds(0.25f);
- }
- yield break;
- }
- private HammerAction _action;
- private EnemyAttribute _eAttr;
- private EnemyAtk _enemyAtk;
- [SerializeField]
- private Transform Hammer;
- private JsonData _jsonData;
- [SerializeField]
- private Transform rightHand;
- [SerializeField]
- private Transform headPos;
- [SerializeField]
- private Transform weaponPrefab;
- [SerializeField]
- private Transform headPrefab;
- [SerializeField]
- private int[] moveAudio;
- }
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