RiderGunHurt.cs 3.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103
  1. using System;
  2. using GameWorld;
  3. using UnityEngine;
  4. public class RiderGunHurt : EnemyBaseHurt
  5. {
  6. protected override void Init()
  7. {
  8. this.defaultAnimName = "Hit1";
  9. this.defaultAirAnimName = "Hit1";
  10. this.hurtData = SingletonMono<EnemyDataPreload>.Instance.hurt[EnemyType.骑兵改];
  11. }
  12. protected override void PhysicAndEffect(Vector2 speed, Vector2 aieSpeed, string normalAtkType, string airAtkType)
  13. {
  14. if (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 PlayHurtAudio()
  21. {
  22. base.PlayHurtAudio();
  23. if (base.PlaySpHurtAudio())
  24. {
  25. R.Audio.PlayEffect(401, new Vector3?(base.transform.position));
  26. }
  27. }
  28. protected override void FlashAttackHurt()
  29. {
  30. this.ExecuteDieEffect();
  31. R.Effect.Generate(214, null, default(Vector3), default(Vector3), default(Vector3), true);
  32. SingletonMono<WorldTime>.Instance.TimeSlowByFrameOn60Fps(30, 0.5f);
  33. R.Camera.Controller.CameraShake(0.5f, 0.2f, CameraController.ShakeTypeEnum.Rect, false);
  34. R.Camera.Controller.OpenMotionBlur(0.0833333358f, 1f, base.transform.position);
  35. this.SetHitSpeed(Vector2.zero);
  36. base.GenerateCritHurtNum(base.flashAttackDamage);
  37. this.action.AnimChangeState(RiderGunAction.StateEnum.Hit1, 0.5f);
  38. base.FlashAttackHurt();
  39. }
  40. public override void QTEHurt()
  41. {
  42. base.QTEHurt();
  43. R.Player.Action.QTEHPRecover(false);
  44. base.QTEZPositionRecover();
  45. base.QTEHpMinus();
  46. }
  47. public override void EnemyDie()
  48. {
  49. }
  50. protected override void ExecuteDie()
  51. {
  52. if (this.deadFlag)
  53. {
  54. return;
  55. }
  56. R.Player.Action.QTEHPRecover(false);
  57. R.Audio.PlayEffect(UnityEngine.Random.Range(105, 108), new Vector3?(base.transform.position));
  58. this.deadFlag = true;
  59. this.eAttr.currentHp = 0;
  60. this.eAttr.inWeakState = false;
  61. this.eAttr.isFlyingUp = false;
  62. this.eAttr.checkHitGround = false;
  63. this.eAttr.stiffTime = 0f;
  64. this.eAttr.timeController.SetGravity(1f);
  65. EventManager.PostEvent<EnemyAttribute>("EnemyKilled", this.eAttr);
  66. this.action.WeakEffectDisappear("Null");
  67. R.Effect.Generate(91, null, base.transform.position + new Vector3(0f, 1.2f, LayerManager.ZNum.Fx), Vector3.zero, default(Vector3), true);
  68. R.Effect.Generate(49, base.transform, default(Vector3), default(Vector3), default(Vector3), true);
  69. R.Effect.Generate(14, null, base.transform.position + new Vector3(0f, 1.2f, LayerManager.ZNum.Fx), default(Vector3), default(Vector3), true);
  70. base.AddCoinAndExp();
  71. this.SpDieEffect();
  72. R.Effect.Generate(213, null, default(Vector3), default(Vector3), default(Vector3), true);
  73. R.Effect.Generate(214, null, default(Vector3), default(Vector3), default(Vector3), true);
  74. SingletonMono<WorldTime>.Instance.TimeSlowByFrameOn60Fps(45, 0.2f);
  75. R.Camera.Controller.CameraShake(0.9166667f, 0.3f, CameraController.ShakeTypeEnum.Rect, false);
  76. this.action.hurtBox.gameObject.SetActive(false);
  77. this.eAttr.inWeakState = false;
  78. }
  79. private void SpDieEffect()
  80. {
  81. Transform transform = UnityEngine.Object.Instantiate<Transform>(this.headPrefab, this.headPos.position, this.headPos.localRotation);
  82. Vector3 localScale = transform.localScale;
  83. localScale.x *= Mathf.Sign(base.transform.localScale.x);
  84. transform.localScale = localScale;
  85. Vector2 velocity = new Vector2(Mathf.Sign(base.transform.localScale.x) * 5f, 25f);
  86. transform.GetComponent<Rigidbody2D>().velocity = velocity;
  87. transform.GetComponent<EnemyArm>().SetAngularSpeed(1000f);
  88. }
  89. [SerializeField]
  90. private Transform headPos;
  91. [SerializeField]
  92. private Transform headPrefab;
  93. }