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PlayerBulletManager.cs
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PlayerBulletManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerBulletManager : MonoBehaviour {
// Use this for initialization
[SerializeField] GameObject[] Photobullettype;
[SerializeField] GameObject[] Mirkbullettype;
[SerializeField] GameObject Enemybulletfasttype;
[SerializeField] GameObject Enemybulletslowtype;
// [SerializeField] float BulletAffectRange = 5f;
public enum bulletstype
{
Photo,
Mirk,
EnemyFast,
EnemySlow
}
public class Bullets
{
public bulletstype Bulletstype;
public GameObject bullet;
public Vector3 StartPosition;
public Vector3 EndPosition;
public GameObject Target;
public Vector3 localdirection;
public float harmful;
public float LivingTime;
public bool isAlive=true;
public float BulletFlyingSpeed;
public float BulletsLiveTime;
};
LayerMask m_Mask;
List<Bullets> AllBullets=new List<Bullets>();
void Start () {
NotificationCenter.DefaultCenter().AddObserver(this,"PlayerBullet");
}
// Update is called once per frame
void Update() {
foreach(var b in AllBullets)
{
b.LivingTime += Time.deltaTime;
b.bullet.transform.Translate(b.localdirection * b.BulletFlyingSpeed*Time.deltaTime);
if (b.LivingTime > b.BulletsLiveTime) { b.isAlive = false; }
if (Vector3.Dot(b.bullet.transform.position-b.EndPosition,b.EndPosition-b.StartPosition)>0)
{
b.isAlive = false;
b.bullet.transform.position = b.EndPosition;
//通知粒子管理器放火花啦!
//NotificationCenter.DefaultCenter().PostNotification(this, "FireP", b.EndPosition);
if (b.Target != null&&b.Target.gameObject.layer.Equals(LayerMask.NameToLayer("Enemy")))//击中敌人了
{
//掉血了!
// Debug.Log(b.Target.name);
NotificationCenter.DefaultCenter().PostNotification(this,"HitRobot",b);
}else if(b.Target != null && b.Target.gameObject.layer.Equals(LayerMask.NameToLayer("Player")))
{
//如果是快速的子弹,则通知玩家,由玩家判断是否被攻击
//如果是慢速的子弹,也通知玩家,由玩家判断是否被攻击
//慢速的子弹到达预定位置
if (b.Bulletstype == bulletstype.EnemyFast)
{
NotificationCenter.DefaultCenter().PostNotification(this, "PlayerBeAttacked", b);//只通知身体,告诉身体做防御动作,身体通知大脑掉血了
}else
{
//通知粒子播放器
NotificationCenter.DefaultCenter().PostNotification(this, "SlowBulletBoomP",b);
}
}else //撞到障碍
{
if (b.Bulletstype == bulletstype.EnemySlow)
{
NotificationCenter.DefaultCenter().PostNotification(this, "SlowBulletBoomP", b);
}
else
{
NotificationCenter.DefaultCenter().PostNotification(this, "HitObstacleP", b.EndPosition);
}
}
}
}
for (int i = AllBullets.Count - 1; i >= 0; i--)
{
if (!AllBullets[i].isAlive)
{
Destroy(AllBullets[i].bullet);
AllBullets.RemoveAt(i);
}
}
}
void PlayerBullet(Notification noti)
{
Bullets b = (Bullets)noti.data;
GameObject single_bullet;
Bullets temp_bullet = new Bullets();
string TargetLayer;
if (b.Bulletstype == bulletstype.Photo)
{
temp_bullet.BulletFlyingSpeed = 10;
temp_bullet.BulletsLiveTime = 2;
TargetLayer = "Enemy";
m_Mask = ~(1 << LayerMask.NameToLayer("Player")|1<<LayerMask.NameToLayer("Level") | 1 << LayerMask.NameToLayer("Light"));
if (b.harmful <= 1)
{
single_bullet = Instantiate(Photobullettype[0]) as GameObject;
} else if (b.harmful <= 1.5f)
{
single_bullet = Instantiate(Photobullettype[1]) as GameObject;
}
else
{
single_bullet = Instantiate(Photobullettype[2]) as GameObject;
}
}else if (b.Bulletstype == bulletstype.Mirk)
{
temp_bullet.BulletFlyingSpeed = 20;
temp_bullet.BulletsLiveTime = 2;
TargetLayer = "Enemy";
m_Mask = ~(1 << LayerMask.NameToLayer("Player") | 1 << LayerMask.NameToLayer("Level") | 1 << LayerMask.NameToLayer("Light"));
if (b.harmful <= 1)
{
single_bullet = Instantiate(Mirkbullettype[0]) as GameObject;
}
else if (b.harmful <= 1.5f)
{
single_bullet = Instantiate(Mirkbullettype[1]) as GameObject;
}
else
{
single_bullet = Instantiate(Mirkbullettype[2]) as GameObject;
}
}else if(b.Bulletstype==bulletstype.EnemyFast)
{
TargetLayer = "Player";
//Debug.Log("FastBullet");
temp_bullet.BulletFlyingSpeed = 10;
temp_bullet.BulletsLiveTime = 2;
m_Mask = ~(1 << LayerMask.NameToLayer("Enemy") | 1 << LayerMask.NameToLayer("Level") | 1 << LayerMask.NameToLayer("Light"));
single_bullet = Instantiate(Enemybulletfasttype) as GameObject;
}else
{
TargetLayer = "Player";
temp_bullet.BulletFlyingSpeed = 3;
temp_bullet.BulletsLiveTime = 10;
m_Mask = ~(1 << LayerMask.NameToLayer("Enemy") | 1 << LayerMask.NameToLayer("Level") | 1 << LayerMask.NameToLayer("Light"));
single_bullet = Instantiate(Enemybulletslowtype) as GameObject;
}
Vector3 S = b.StartPosition;
temp_bullet.bullet = single_bullet;
temp_bullet.StartPosition = S;
temp_bullet.bullet.transform.position = S;
temp_bullet.EndPosition = S + b.BulletsLiveTime * b.BulletFlyingSpeed*b.localdirection.normalized;
temp_bullet.LivingTime =0;
temp_bullet.localdirection = temp_bullet.bullet.transform.InverseTransformDirection(b.localdirection).normalized;
temp_bullet.isAlive = true;
temp_bullet.harmful = b.harmful;
temp_bullet.Bulletstype = b.Bulletstype;
Ray shooting=new Ray(b.StartPosition,b.localdirection);
RaycastHit target;
if(Physics.Raycast(shooting,out target, temp_bullet.BulletFlyingSpeed * temp_bullet.BulletsLiveTime, m_Mask))
{
//Debug.Log(target.collider.gameObject.name);
if (target.collider.gameObject.layer.Equals(LayerMask.NameToLayer(TargetLayer)))//这里判定是否攻击到了敌人
{
//在这里判断这个子弹是否对这种敌人有效
if (TargetLayer == "Enemy")//如果对方是敌人的话,才需要判定,光否?暗否?
{
//Debug.Log(target.collider.gameObject.GetComponent<EnemyPhotoMirk>().PM);
Debug.Log(target.collider.gameObject.GetComponent<EnemyPhotoMirk>().PM);
Debug.Log(b.Bulletstype);
if (target.collider.gameObject.GetComponent<EnemyPhotoMirk>().PM==EnemyPhotoMirk.PhotoOrMirk.Photo&& b.Bulletstype == bulletstype.Mirk)
{
temp_bullet.Target = target.collider.gameObject;
}
else if (target.collider.gameObject.GetComponent<EnemyPhotoMirk>().PM == EnemyPhotoMirk.PhotoOrMirk.Mirk && b.Bulletstype == bulletstype.Photo)
{
temp_bullet.Target = target.collider.gameObject;
}
else
{
temp_bullet.Target = null;
}
}
else if(TargetLayer=="Player")
{
temp_bullet.Target = target.collider.gameObject;
}
}
else
{
temp_bullet.Target = null;
}
temp_bullet.EndPosition = target.point;
//Debug.Log(target.collider.gameObject.name);
// Debug.Log(target.point);
}
AllBullets.Add(temp_bullet);
temp_bullet.bullet.GetComponent<ParticleSystem>().Play();
}
}