JumperFooterHurt.cs 3.5 KB

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  1. using System;
  2. using GameWorld;
  3. using UnityEngine;
  4. public class JumperFooterHurt : EnemyBaseHurt
  5. {
  6. protected override void Init()
  7. {
  8. this.defaultAnimName = "Hit1";
  9. this.defaultAirAnimName = "NoStiff";
  10. this.hurtData = SingletonMono<EnemyDataPreload>.Instance.hurt[EnemyType.跳拳大脚组合];
  11. }
  12. protected override void PhysicAndEffect(Vector2 speed, Vector2 aieSpeed, string normalAtkType, string airAtkType)
  13. {
  14. if (this.action.stateMachine.currentState == "Jump" || this.action.stateMachine.currentState == "Atk3" || this.action.stateMachine.currentState == "HitQTE")
  15. {
  16. return;
  17. }
  18. base.PhysicAndEffect(speed, aieSpeed, normalAtkType, airAtkType);
  19. }
  20. protected override void HitIntoWeakState(Vector2 speed, Vector2 airSpeed, string normalAtkType, string airAtkType)
  21. {
  22. R.Audio.PlayEffect(257, new Vector3?(base.transform.position));
  23. base.HitIntoWeakState(speed, airSpeed, normalAtkType, airAtkType);
  24. }
  25. protected override void PlayHurtAudio()
  26. {
  27. if (base.PlaySpHurtAudio())
  28. {
  29. R.Audio.PlayEffect(397, new Vector3?(base.transform.position));
  30. }
  31. }
  32. protected override void FlashAttackHurt()
  33. {
  34. this.ExecuteDieEffect();
  35. R.Effect.Generate(214, null, default(Vector3), default(Vector3), default(Vector3), true);
  36. SingletonMono<WorldTime>.Instance.TimeSlowByFrameOn60Fps(30, 0.5f);
  37. R.Camera.Controller.CameraShake(0.5f, 0.2f, CameraController.ShakeTypeEnum.Rect, false);
  38. R.Camera.Controller.OpenMotionBlur(0.0833333358f, 1f, base.transform.position);
  39. R.Audio.PlayEffect(257, new Vector3?(base.transform.position));
  40. this.SetHitSpeed(Vector2.zero);
  41. base.GenerateCritHurtNum(base.flashAttackDamage);
  42. this.action.AnimChangeState(JumperFooterAction.StateEnum.Hit1, 0.5f);
  43. base.FlashAttackHurt();
  44. }
  45. public override void QTEHurt()
  46. {
  47. base.QTEHurt();
  48. R.Player.Action.QTEHPRecover(false);
  49. base.QTEZPositionRecover();
  50. base.QTEHpMinus();
  51. }
  52. public override void EnemyDie()
  53. {
  54. }
  55. protected override void ExecuteDie()
  56. {
  57. if (this.deadFlag)
  58. {
  59. return;
  60. }
  61. R.Player.Action.QTEHPRecover(false);
  62. R.Audio.PlayEffect(UnityEngine.Random.Range(105, 108), new Vector3?(base.transform.position));
  63. R.Audio.PlayEffect(484, new Vector3?(base.transform.position));
  64. R.Audio.PlayEffect(257, new Vector3?(base.transform.position));
  65. this.deadFlag = true;
  66. this.eAttr.currentHp = 0;
  67. this.eAttr.inWeakState = false;
  68. this.eAttr.isFlyingUp = false;
  69. this.eAttr.checkHitGround = false;
  70. this.eAttr.stiffTime = 0f;
  71. this.eAttr.timeController.SetGravity(1f);
  72. EventManager.PostEvent<EnemyAttribute>("EnemyKilled", this.eAttr);
  73. this.action.WeakEffectDisappear("Null");
  74. R.Effect.Generate(91, null, base.transform.position + new Vector3(0f, 1.2f, LayerManager.ZNum.Fx), Vector3.zero, default(Vector3), true);
  75. R.Effect.Generate(49, base.transform, default(Vector3), default(Vector3), default(Vector3), true);
  76. R.Effect.Generate(14, null, base.transform.position + new Vector3(0f, 1.2f, LayerManager.ZNum.Fx), default(Vector3), default(Vector3), true);
  77. base.AddCoinAndExp();
  78. R.Effect.Generate(213, null, default(Vector3), default(Vector3), default(Vector3), true);
  79. R.Effect.Generate(214, null, default(Vector3), default(Vector3), default(Vector3), true);
  80. SingletonMono<WorldTime>.Instance.TimeSlowByFrameOn60Fps(45, 0.2f);
  81. R.Camera.Controller.CameraShake(0.9166667f, 0.3f, CameraController.ShakeTypeEnum.Rect, false);
  82. this.action.hurtBox.gameObject.SetActive(false);
  83. this.eAttr.inWeakState = false;
  84. }
  85. }