PlayerHurtAbility.cs 11 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Core;
  4. using ExtensionMethods;
  5. using GameWorld;
  6. using LitJson;
  7. using UnityEngine;
  8. public class PlayerHurtAbility : CharacterState
  9. {
  10. private float DamageCutOff
  11. {
  12. get
  13. {
  14. switch (R.Player.Enhancement.MaxEnergy)
  15. {
  16. case 1:
  17. return 0.7f;
  18. case 2:
  19. return 0.6f;
  20. case 3:
  21. return 0.5f;
  22. default:
  23. return 1f;
  24. }
  25. }
  26. }
  27. private float ShieldRecoverTime
  28. {
  29. get
  30. {
  31. return (R.GameData.Difficulty > 1) ? 10f : 5f;
  32. }
  33. }
  34. public override void Start()
  35. {
  36. this._spHurt = new PlayerSpHurt();
  37. }
  38. public override void OnEnable()
  39. {
  40. EventManager.RegisterEvent<PlayerHurtAtkEventArgs>("PlayerHurtAtk", new EventManager.FBEventHandler<PlayerHurtAtkEventArgs>(this.PlayeAllHurt), EventManager.ListenerQueue.Game);
  41. }
  42. public override void OnDisable()
  43. {
  44. EventManager.UnregisterEvent<PlayerHurtAtkEventArgs>("PlayerHurtAtk", new EventManager.FBEventHandler<PlayerHurtAtkEventArgs>(this.PlayeAllHurt), EventManager.ListenerQueue.Game);
  45. }
  46. public override void Update()
  47. {
  48. this.UpdateHurtId();
  49. this.UpdatePlayerDeath();
  50. this.UpdateShield();
  51. this.UpdateHurtGetUp();
  52. if (this._hurtLimit > 0f)
  53. {
  54. this._hurtLimit = Mathf.Clamp(this._hurtLimit - Time.deltaTime, 0f, float.MaxValue);
  55. }
  56. }
  57. private void UpdateHurtId()
  58. {
  59. this._clearRate -= 1f;
  60. if (this._clearRate <= 0f)
  61. {
  62. this._clearRate = 600f;
  63. this.hurtId.Clear();
  64. }
  65. }
  66. private void UpdatePlayerDeath()
  67. {
  68. if (this.pAttr.isDead && !this.DeadFlag)
  69. {
  70. this.PlayerDie();
  71. }
  72. }
  73. private void UpdateShield()
  74. {
  75. if (this.pAttr.currentEnergy == 0)
  76. {
  77. this._energyRecover += Time.deltaTime;
  78. if (this._energyRecover >= this.ShieldRecoverTime)
  79. {
  80. this.pAttr.currentEnergy = this.pAttr.maxEnergy;
  81. this._energyRecover = 0f;
  82. }
  83. }
  84. }
  85. private bool PlayeAllHurt(string eventName, object sender, PlayerHurtAtkEventArgs args)
  86. {
  87. if (this.pAttr.isDead)
  88. {
  89. return false;
  90. }
  91. if (this.pAttr.flashFlag && R.Player.Enhancement.FlashAttack != 0)
  92. {
  93. this.hurtId.Add(args.atkId);
  94. this.pab.flashAttack.FlashAttack(args.origin);
  95. EventManager.PostEvent<PlayerHurtAbility, AssessmentEventArgs>("Assessment", this, new AssessmentEventArgs(AssessmentEventArgs.EventType.AddFlashTime));
  96. return true;
  97. }
  98. if (this.Invincible)
  99. {
  100. return false;
  101. }
  102. this.HurtFeedback(args.sender.transform, args.damage, args.atkId, args.data, args.forceHurt);
  103. return true;
  104. }
  105. private void HurtFeedback(Transform enemy, int damage, int atkId, JsonData atkData, bool forceHurt)
  106. {
  107. if (this.HurtFilter(atkId))
  108. {
  109. return;
  110. }
  111. if (this.stateMachine.currentState.IsInArray(PlayerAction.FlashAttackSta))
  112. {
  113. EventManager.PostEvent<PlayerHurtAbility, AssessmentEventArgs>("Assessment", this, new AssessmentEventArgs(AssessmentEventArgs.EventType.AddFlashTime));
  114. return;
  115. }
  116. if (atkData == null)
  117. {
  118. UnityEngine.Debug.Log(enemy.name + " " + enemy.GetComponent<EnemyBaseAction>().stateMachine.currentState);
  119. return;
  120. }
  121. this._broken = false;
  122. this.hurtId.Add(atkId);
  123. SingletonMono<WorldTime>.Instance.TimeFrozenByFixedFrame(6, WorldTime.FrozenArgs.FrozenType.Player, true);
  124. SingletonMono<CameraController>.Instance.CameraShake(0.2f, 0.2f, CameraController.ShakeTypeEnum.Rect, false);
  125. damage = (int)((float)damage * atkData.Get<float>("damagePercent", 1f));
  126. this._energyRecover = 0f;
  127. int dir = this.JudgeDir(enemy);
  128. if (this.pAttr.currentEnergy > 0 && !this.pac.stateMachine.currentState.IsInArray(PlayerAction.SpHurtSta) && this.HurtInDefense(enemy, atkData.Get<int>("shieldDamage", 3), ref damage))
  129. {
  130. return;
  131. }
  132. if (this._spHurt.DaoRoll(enemy))
  133. {
  134. if (enemy.GetComponent<DaoAction>() != null)
  135. {
  136. enemy.GetComponent<DaoAction>().RollToIdle();
  137. }
  138. if (enemy.GetComponent<DaoPaoAction>() != null)
  139. {
  140. enemy.GetComponent<DaoPaoAction>().RollToIdle();
  141. }
  142. }
  143. if (this._spHurt.CanBeJumperCatach(enemy))
  144. {
  145. this.HurtStiffInit(dir);
  146. this.HurtState("UnderAtkJumper");
  147. enemy.GetComponent<JumperAction>().CatchSuccess();
  148. return;
  149. }
  150. if (this._spHurt.CanBeJumperFooterCatch(enemy))
  151. {
  152. this.HurtStiffInit(dir);
  153. this.HurtState("UnderAtkJumper");
  154. enemy.GetComponent<JumperFooterAction>().Attack2Success();
  155. return;
  156. }
  157. if (this._spHurt.CanBeBeelzebubEat(enemy))
  158. {
  159. this.HurtStiffInit(dir);
  160. this.HurtState("UnderAtkEat");
  161. enemy.GetComponent<BeelzebubAction>().EatAttack();
  162. return;
  163. }
  164. if (this._spHurt.CanEatingBossEat(enemy))
  165. {
  166. this.HurtStiffInit(dir);
  167. this.HurtState("UnderAtkEat");
  168. enemy.GetComponent<EatingBossAction>().Attack2Success();
  169. return;
  170. }
  171. if (this._spHurt.CanBeBeelzebubSaw(enemy))
  172. {
  173. this.HurtStiffInit(dir);
  174. this.HurtState("UnderAtkHitSaw");
  175. enemy.GetComponent<BeelzebubAction>().SawAttack();
  176. return;
  177. }
  178. if (this._spHurt.CanBombKillerCatch(enemy))
  179. {
  180. this.HurtStiffInit(dir);
  181. this.HurtState("UnderAtkBombKillerII");
  182. enemy.GetComponent<BombKillerAction>().Atk1Success();
  183. return;
  184. }
  185. if (this._spHurt.JumperCatachSuccess(enemy, forceHurt) || this._spHurt.BombKillerAtkSuccess(enemy, forceHurt) || this._spHurt.JumperFooterCatchSuccess(enemy, forceHurt) || this._spHurt.BeelzebubSpAttackSuccess(enemy, forceHurt) || this._spHurt.EatingBossEatSuccess(enemy, forceHurt))
  186. {
  187. this.HurtStiff(dir, atkData, enemy);
  188. }
  189. this.HpMinus(damage);
  190. if (this.pAttr.isDead)
  191. {
  192. return;
  193. }
  194. if (this.pac.stateMachine.currentState.IsInArray(PlayerAction.SpHurtSta))
  195. {
  196. return;
  197. }
  198. this.HurtStiff(dir, atkData, enemy);
  199. }
  200. private void HurtStiff(int dir, JsonData atkData, Transform enemy)
  201. {
  202. R.Player.Rigidbody2D.gravityScale = 1f;
  203. float num = 0f;
  204. float y = 0f;
  205. float num2 = 3f;
  206. float y2 = 5f;
  207. string text = "UnderAtk1";
  208. string text2 = "UnderAtkHitToFly";
  209. if (atkData != null)
  210. {
  211. num = (float)atkData.Get<int>("xSpeed", 0);
  212. y = (float)atkData.Get<int>("ySpeed", 0);
  213. num2 = (float)atkData.Get<int>("airXSpeed", 3);
  214. y2 = (float)atkData.Get<int>("airYSpeed", 5);
  215. text = atkData.Get<string>("animName", "UnderAtk1");
  216. }
  217. if (this._broken || (this._hurtTimes >= 2 && this._hurtLimit > 0f))
  218. {
  219. text = text2;
  220. num = 3f;
  221. y = 20f;
  222. num2 = 3f;
  223. y2 = 15f;
  224. }
  225. R.Effect.Generate(216, null, default(Vector3), default(Vector3), default(Vector3), true);
  226. this.HurtStiffInit(dir);
  227. Vector2 vector = new Vector2(num * this.pac.transform.localScale.x, y);
  228. Vector2 vector2 = new Vector2(num2 * this.pac.transform.localScale.x, y2);
  229. R.Player.TimeController.SetSpeed((!this.pAttr.isOnGround) ? vector2 : vector);
  230. Core.Input.Vibration.Vibrate(1);
  231. this.HurtState((!this.pAttr.isOnGround) ? text2 : text);
  232. this.HitEffect(dir, enemy);
  233. }
  234. private void PlayerDie()
  235. {
  236. this.DeadFlag = true;
  237. R.Player.Rigidbody2D.gravityScale = 1f;
  238. R.Camera.Controller.CameraBloom(0.5f, 1f);
  239. Vector2 speed = new Vector2((float)(this.pAttr.faceDir * -7), 15f);
  240. R.Player.TimeController.SetSpeed(speed);
  241. this.pac.ChangeState(PlayerAction.StateEnum.UnderAtkHitToFly, 1f);
  242. base.StartCoroutine(this.listener.PlayerDieEnumerator());
  243. }
  244. private void ShadowControl(bool show)
  245. {
  246. if (!this.pac.shadow)
  247. {
  248. return;
  249. }
  250. if (this.pac.shadow.gameObject.activeSelf != show)
  251. {
  252. this.pac.shadow.gameObject.SetActive(show);
  253. }
  254. }
  255. private bool HurtFilter(int atkId)
  256. {
  257. return this.hurtId.Contains(atkId) || this.pac.stateMachine.currentState.IsInArray(PlayerAction.ExecuteSta);
  258. }
  259. private void HurtStiffInit(int dir)
  260. {
  261. this.listener.checkFallDown = false;
  262. this.listener.isFalling = false;
  263. this.listener.airAtkDown = false;
  264. this.listener.checkHitGround = false;
  265. this.listener.flyHitFlag = false;
  266. this.listener.flyHitGround = false;
  267. this.listener.StopIEnumerator("FlashPositionSet");
  268. this.pac.TurnRound(dir);
  269. this.pac.pab.charge.CancelCharge();
  270. }
  271. private int JudgeDir(Transform enemy)
  272. {
  273. if (enemy == null)
  274. {
  275. return this.pAttr.faceDir;
  276. }
  277. EnemyAttribute component = enemy.GetComponent<EnemyAttribute>();
  278. if (component != null)
  279. {
  280. return component.faceDir * -1;
  281. }
  282. Rigidbody2D component2 = enemy.GetComponent<Rigidbody2D>();
  283. if (component2 != null)
  284. {
  285. return (component2.velocity.x >= 0f) ? -1 : 1;
  286. }
  287. return (enemy.position.x - this.pac.transform.position.x <= 0f) ? -1 : 1;
  288. }
  289. private void HpMinus(int damage)
  290. {
  291. if (damage == 0)
  292. {
  293. return;
  294. }
  295. this.pAttr.currentHP -= damage;
  296. }
  297. private bool HurtInDefense(Transform enemy, int shieldDamage, ref int damage)
  298. {
  299. shieldDamage *= ((R.GameData.Difficulty > 1) ? 2 : 1);
  300. if (R.GameData.Difficulty == 3)
  301. {
  302. shieldDamage *= 100;
  303. }
  304. damage = Mathf.Clamp((int)((float)damage * this.DamageCutOff), 1, int.MaxValue);
  305. this.pAttr.currentEnergy = this.pAttr.currentEnergy - shieldDamage;
  306. this.HitEffect(this.pAttr.faceDir, enemy);
  307. if (this.pAttr.currentEnergy > 0)
  308. {
  309. this.HitShidleEffect(158, 186);
  310. this.HpMinus(damage);
  311. Core.Input.Vibration.Vibrate(1);
  312. return true;
  313. }
  314. this.HitShidleEffect(161, 191);
  315. Core.Input.Vibration.Vibrate(3);
  316. this._broken = true;
  317. return false;
  318. }
  319. private void HitShidleEffect(int effectId, int soundId)
  320. {
  321. Vector3 position = this.pac.transform.position - this.pAttr.bounds.center;
  322. position.Set(position.x, position.y + 2f, position.z);
  323. R.Effect.Generate(effectId, this.pac.transform, position, default(Vector3), default(Vector3), true);
  324. R.Audio.PlayEffect(soundId, new Vector3?(this.pac.transform.position));
  325. }
  326. private void HitEffect(int dir, Transform enemy)
  327. {
  328. R.Effect.Generate((enemy.position.x - this.pac.transform.position.x <= 0f) ? 76 : 80, null, this.pac.transform.position + new Vector3((float)dir * 0.2f, 1.3f, 0f), Vector3.zero, default(Vector3), true);
  329. R.Effect.Generate(70, null, this.pac.transform.position + new Vector3((float)dir * 0.2f, 1.3f, 0f), Vector3.zero, default(Vector3), true);
  330. }
  331. private void HurtState(string sta)
  332. {
  333. EventManager.PostEvent<GameObject>("PlayerHurt", this.pac.gameObject);
  334. this.pac.ChangeState(sta, 1f);
  335. }
  336. public override void OnStateMachineStateTransfer(object sender, StateMachine.TransferEventArgs args)
  337. {
  338. if (args.lastState == "Disappear" || args.lastState == "UnderAtkEat")
  339. {
  340. this.ShadowControl(true);
  341. }
  342. if (args.nextState == "Disappear" || args.nextState == "UnderAtkEat")
  343. {
  344. this.ShadowControl(false);
  345. }
  346. if (args.lastState == "UnderAtkGetUp")
  347. {
  348. this.Invincible = true;
  349. this._getUpInvincibleTime = WorldTime.SecondToFrame(0.2f);
  350. }
  351. if (args.nextState == "UnderAtkHitToFly")
  352. {
  353. this._hurtTimes = 0;
  354. this._hurtLimit = 0f;
  355. }
  356. if (args.nextState == "UnderAtk1")
  357. {
  358. this._hurtTimes++;
  359. this._hurtLimit = 0.5f;
  360. }
  361. }
  362. private void UpdateHurtGetUp()
  363. {
  364. if (this._getUpInvincibleTime > 0)
  365. {
  366. this._getUpInvincibleTime--;
  367. if (this._getUpInvincibleTime <= 0)
  368. {
  369. this.Invincible = false;
  370. }
  371. }
  372. }
  373. public bool DeadFlag;
  374. private List<int> hurtId = new List<int>();
  375. private float _clearRate;
  376. private PlayerSpHurt _spHurt;
  377. private bool _broken;
  378. private float _energyRecover;
  379. private int _hurtTimes;
  380. private float _hurtLimit;
  381. public bool Invincible;
  382. private int _getUpInvincibleTime;
  383. }