JackAnimEvent.cs 7.7 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using GameWorld;
  5. using LitJson;
  6. using UnityEngine;
  7. public class JackAnimEvent : BaseBehaviour
  8. {
  9. private Transform player
  10. {
  11. get
  12. {
  13. return R.Player.Transform;
  14. }
  15. }
  16. private void Awake()
  17. {
  18. this._action = base.GetComponent<JackAction>();
  19. this._eAttr = base.GetComponent<EnemyAttribute>();
  20. this._enemyAtk = base.GetComponentInChildren<EnemyAtk>();
  21. }
  22. private void Start()
  23. {
  24. this.jsonData = SingletonMono<EnemyDataPreload>.Instance.attack[EnemyType.杰克];
  25. }
  26. private void Update()
  27. {
  28. if (this._eAttr.isDead)
  29. {
  30. return;
  31. }
  32. if (this._eAttr.isFlyingUp)
  33. {
  34. bool flag = this.maxFlyHeight > 0f && this._eAttr.height >= this.maxFlyHeight;
  35. if (flag)
  36. {
  37. Vector2 currentSpeed = this._eAttr.timeController.GetCurrentSpeed();
  38. currentSpeed.y = 0f;
  39. this._eAttr.timeController.SetSpeed(currentSpeed);
  40. }
  41. if (this._eAttr.timeController.GetCurrentSpeed().y <= 0f)
  42. {
  43. this._eAttr.isFlyingUp = false;
  44. this._action.AnimChangeState(JackAction.StateEnum.FlyToFall, 1f);
  45. }
  46. }
  47. if (this._eAttr.checkHitGround && this._eAttr.isOnGround)
  48. {
  49. this._eAttr.checkHitGround = false;
  50. R.Effect.Generate(6, base.transform, default(Vector3), default(Vector3), default(Vector3), true);
  51. this._action.AnimChangeState(DaoAction.StateEnum.FallHitGround, 1f);
  52. }
  53. }
  54. public void ChangeState(JackAction.StateEnum sta)
  55. {
  56. this._action.AnimChangeState(sta, 1f);
  57. }
  58. public void FlyUp()
  59. {
  60. this._eAttr.isFlyingUp = true;
  61. }
  62. public void CheckHitGround()
  63. {
  64. this._eAttr.checkHitGround = true;
  65. }
  66. public void SetAtkData()
  67. {
  68. this._enemyAtk.atkData = this.jsonData[this._action.stateMachine.currentState];
  69. this.SetAtkID();
  70. }
  71. public void SetGivenAtkData(string state)
  72. {
  73. this._enemyAtk.atkData = this.jsonData[state];
  74. this.SetAtkID();
  75. }
  76. public void SetAtkID()
  77. {
  78. this._enemyAtk.atkId = Incrementor.GetNextId();
  79. }
  80. public void PlaySound(int id)
  81. {
  82. R.Audio.PlayEffect(id, new Vector3?(base.transform.position));
  83. }
  84. public void LunchBulletLeft(float angle)
  85. {
  86. Transform transform = UnityEngine.Object.Instantiate<Transform>(this.bulletPrefab, this.leftGun.position, Quaternion.identity);
  87. transform.localRotation = Quaternion.Euler(transform.localRotation.x, transform.localRotation.y, (float)this._eAttr.faceDir * (angle - 90f));
  88. Rigidbody2D component = transform.GetComponent<Rigidbody2D>();
  89. Vector2 vector = new Vector2((float)this._eAttr.faceDir * Mathf.Cos(angle * 0.0174532924f), Mathf.Sin(angle * 0.0174532924f));
  90. component.velocity = vector.normalized * 15f;
  91. EnemyBullet component2 = transform.GetComponent<EnemyBullet>();
  92. component2.damage = this._eAttr.atk;
  93. component2.origin = base.gameObject;
  94. component2.SetAtkData(this.jsonData["Atk1"]);
  95. }
  96. public void LunchBulletRight(float angle)
  97. {
  98. Transform transform = UnityEngine.Object.Instantiate<Transform>(this.bulletPrefab, this.rightGun.position, Quaternion.identity);
  99. transform.localRotation = Quaternion.Euler(transform.localRotation.x, transform.localRotation.y, (float)this._eAttr.faceDir * (angle - 90f));
  100. Rigidbody2D component = transform.GetComponent<Rigidbody2D>();
  101. Vector2 vector = new Vector2((float)this._eAttr.faceDir * Mathf.Cos(angle * 0.0174532924f), Mathf.Sin(angle * 0.0174532924f));
  102. component.velocity = vector.normalized * 15f;
  103. EnemyBullet component2 = transform.GetComponent<EnemyBullet>();
  104. component2.damage = this._eAttr.atk;
  105. component2.origin = base.gameObject;
  106. component2.SetAtkData(this.jsonData["Atk1"]);
  107. }
  108. public void PlayAimEffect()
  109. {
  110. base.StartCoroutine(this.Aim());
  111. }
  112. public IEnumerator Aim()
  113. {
  114. this._realList = new List<Transform>();
  115. for (int j = 0; j < 3; j++)
  116. {
  117. this._realList.Add(UnityEngine.Object.Instantiate<Transform>(this.aimReal));
  118. this._realList[j].GetComponent<JackAimReal>().Jack = base.transform;
  119. this._realList[j].gameObject.SetActive(false);
  120. }
  121. for (int i = 0; i < 7; i++)
  122. {
  123. Transform effect = R.Effect.Generate(200, null, (this.player.position + base.transform.position) / 2f + new Vector3(UnityEngine.Random.Range(-7f, 5f), UnityEngine.Random.Range(-0.5f, 4f), -0.01f), default(Vector3), default(Vector3), true);
  124. effect.GetComponent<SkeletonAnimation>().state.SetAnimation(0, "ShowDisappear", false);
  125. R.Audio.PlayEffect(320, new Vector3?(effect.position));
  126. if (i == 2)
  127. {
  128. base.StartCoroutine(this.AimReal());
  129. }
  130. yield return new WaitForSeconds(0.03f);
  131. }
  132. yield break;
  133. }
  134. public IEnumerator AimReal()
  135. {
  136. for (int i = 0; i < 3; i++)
  137. {
  138. this._realList[i].transform.position = this.player.position + Vector3.up;
  139. R.Audio.PlayEffect(320, new Vector3?(this._realList[i].transform.position));
  140. this._realList[i].gameObject.SetActive(true);
  141. this._realList[i].GetComponent<Animation>().Play("ShowShootAppear");
  142. yield return new WaitForSeconds(0.35f);
  143. }
  144. yield break;
  145. }
  146. public void SpwanEffect(string anim)
  147. {
  148. GameObject gameObject = UnityEngine.Object.Instantiate<GameObject>(this.jackEffect, base.transform.position + Vector3.back * 0.01f, Quaternion.identity);
  149. gameObject.GetComponent<SkeletonAnimation>().state.SetAnimation(0, anim, false);
  150. gameObject.transform.localScale = base.transform.localScale;
  151. gameObject.AddComponent<AutoDestroy>();
  152. UnityEngine.Object.Destroy(gameObject.GetComponent<EnemyEffectSync>());
  153. }
  154. public void BackToIdle()
  155. {
  156. if (this._action.IsInWeakSta())
  157. {
  158. this._eAttr.enterWeakMod = false;
  159. this._action.AnimChangeState(JackAction.StateEnum.IdleToWeakMod, 1f);
  160. }
  161. else
  162. {
  163. this._action.AnimChangeState(JackAction.StateEnum.Idle, 1f);
  164. }
  165. }
  166. public IEnumerator WeakOver()
  167. {
  168. for (int i = 0; i < 65; i++)
  169. {
  170. if (this._action.stateMachine.currentState == "WeakMod" && !this._action.IsInWeakSta())
  171. {
  172. this._action.AnimChangeState("WeakModToIdle", 1f);
  173. }
  174. yield return new WaitForFixedUpdate();
  175. }
  176. yield break;
  177. }
  178. public void DestroySelf()
  179. {
  180. this.RealDestroy();
  181. }
  182. private void RealDestroy()
  183. {
  184. UnityEngine.Object.Destroy(base.gameObject);
  185. }
  186. public void QTEHurtPlayerPush()
  187. {
  188. R.Player.Action.ChangeState(PlayerAction.StateEnum.QTEPush, 1f);
  189. }
  190. public void QTEFinalHurt()
  191. {
  192. EnemyHurtAtkEventArgs args = new EnemyHurtAtkEventArgs(base.gameObject, EnemyHurtAtkEventArgs.HurtTypeEnum.QTEHurt);
  193. EventManager.PostEvent<GameObject, EnemyHurtAtkEventArgs>("EnemyHurtAtk", this.player.gameObject, args);
  194. }
  195. public void QTEHurtEffect()
  196. {
  197. EnemyBaseHurt component = base.GetComponent<EnemyBaseHurt>();
  198. component.HitEffect(component.center.localPosition, "Atk1");
  199. R.Camera.Controller.CameraShake(0.2f, 0.2f, CameraController.ShakeTypeEnum.Rect, false);
  200. R.Audio.PlayEffect(153, new Vector3?(base.transform.position));
  201. }
  202. public void ExecutePlayerPush()
  203. {
  204. R.Player.Action.ChangeState(PlayerAction.StateEnum.BeelzebubQTEDie, 1f);
  205. }
  206. public void ExecuteFinalHurt()
  207. {
  208. EnemyHurtAtkEventArgs args = new EnemyHurtAtkEventArgs(base.gameObject, EnemyHurtAtkEventArgs.HurtTypeEnum.Execute, string.Empty);
  209. EventManager.PostEvent<GameObject, EnemyHurtAtkEventArgs>("EnemyHurtAtk", this.player.gameObject, args);
  210. }
  211. public float maxFlyHeight;
  212. private JackAction _action;
  213. private EnemyAttribute _eAttr;
  214. public Transform aimReal;
  215. public JsonData jsonData;
  216. private List<Transform> _realList;
  217. [SerializeField]
  218. private Transform leftGun;
  219. [SerializeField]
  220. private Transform rightGun;
  221. [SerializeField]
  222. private Transform bulletPrefab;
  223. [SerializeField]
  224. private GameObject jackEffect;
  225. private EnemyAtk _enemyAtk;
  226. }