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- using System;
- using GameWorld;
- using UnityEngine;
- public class RiderGunHurt : EnemyBaseHurt
- {
- protected override void Init()
- {
- this.defaultAnimName = "Hit1";
- this.defaultAirAnimName = "Hit1";
- this.hurtData = SingletonMono<EnemyDataPreload>.Instance.hurt[EnemyType.骑兵改];
- }
- protected override void PhysicAndEffect(Vector2 speed, Vector2 aieSpeed, string normalAtkType, string airAtkType)
- {
- if (this.action.stateMachine.currentState == "Atk3" || this.action.stateMachine.currentState == "HitQTE")
- {
- return;
- }
- base.PhysicAndEffect(speed, aieSpeed, normalAtkType, airAtkType);
- }
- protected override void PlayHurtAudio()
- {
- base.PlayHurtAudio();
- if (base.PlaySpHurtAudio())
- {
- R.Audio.PlayEffect(401, new Vector3?(base.transform.position));
- }
- }
- protected override void FlashAttackHurt()
- {
- this.ExecuteDieEffect();
- R.Effect.Generate(214, null, default(Vector3), default(Vector3), default(Vector3), true);
- SingletonMono<WorldTime>.Instance.TimeSlowByFrameOn60Fps(30, 0.5f);
- R.Camera.Controller.CameraShake(0.5f, 0.2f, CameraController.ShakeTypeEnum.Rect, false);
- R.Camera.Controller.OpenMotionBlur(0.0833333358f, 1f, base.transform.position);
- this.SetHitSpeed(Vector2.zero);
- base.GenerateCritHurtNum(base.flashAttackDamage);
- this.action.AnimChangeState(RiderGunAction.StateEnum.Hit1, 0.5f);
- base.FlashAttackHurt();
- }
- public override void QTEHurt()
- {
- base.QTEHurt();
- R.Player.Action.QTEHPRecover(false);
- base.QTEZPositionRecover();
- base.QTEHpMinus();
- }
- public override void EnemyDie()
- {
- }
- protected override void ExecuteDie()
- {
- if (this.deadFlag)
- {
- return;
- }
- R.Player.Action.QTEHPRecover(false);
- R.Audio.PlayEffect(UnityEngine.Random.Range(105, 108), new Vector3?(base.transform.position));
- this.deadFlag = true;
- this.eAttr.currentHp = 0;
- this.eAttr.inWeakState = false;
- this.eAttr.isFlyingUp = false;
- this.eAttr.checkHitGround = false;
- this.eAttr.stiffTime = 0f;
- this.eAttr.timeController.SetGravity(1f);
- EventManager.PostEvent<EnemyAttribute>("EnemyKilled", this.eAttr);
- this.action.WeakEffectDisappear("Null");
- R.Effect.Generate(91, null, base.transform.position + new Vector3(0f, 1.2f, LayerManager.ZNum.Fx), Vector3.zero, default(Vector3), true);
- R.Effect.Generate(49, base.transform, default(Vector3), default(Vector3), default(Vector3), true);
- R.Effect.Generate(14, null, base.transform.position + new Vector3(0f, 1.2f, LayerManager.ZNum.Fx), default(Vector3), default(Vector3), true);
- base.AddCoinAndExp();
- this.SpDieEffect();
- R.Effect.Generate(213, null, default(Vector3), default(Vector3), default(Vector3), true);
- R.Effect.Generate(214, null, default(Vector3), default(Vector3), default(Vector3), true);
- SingletonMono<WorldTime>.Instance.TimeSlowByFrameOn60Fps(45, 0.2f);
- R.Camera.Controller.CameraShake(0.9166667f, 0.3f, CameraController.ShakeTypeEnum.Rect, false);
- this.action.hurtBox.gameObject.SetActive(false);
- this.eAttr.inWeakState = false;
- }
- private void SpDieEffect()
- {
- Transform transform = UnityEngine.Object.Instantiate<Transform>(this.headPrefab, this.headPos.position, this.headPos.localRotation);
- Vector3 localScale = transform.localScale;
- localScale.x *= Mathf.Sign(base.transform.localScale.x);
- transform.localScale = localScale;
- Vector2 velocity = new Vector2(Mathf.Sign(base.transform.localScale.x) * 5f, 25f);
- transform.GetComponent<Rigidbody2D>().velocity = velocity;
- transform.GetComponent<EnemyArm>().SetAngularSpeed(1000f);
- }
- [SerializeField]
- private Transform headPos;
- [SerializeField]
- private Transform headPrefab;
- }
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