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Robot.cs
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Robot.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class Robot : MonoBehaviour {
public enum RobotType
{
GroundSlow,
GroundFast,
FlyingSlow,
FlyingFast
}
public RobotType RT;
public float AllHP;
public float HP;
Transform EnemyTarget;
Animator m_animator;
NavMeshAgent m_agent;
// Rigidbody m_rigid;
EnemyFramework m_Brain;
float ObstacleBias=2;
public float harmful;
// [SerializeField]public bool Photo = true;
public int BulletsInGun;//当前子弹数量
public int BulletsInBox;//一梭子子弹的数量
float ShootingSpeed;//射速
public bool Cartridging;//是否正在更换弹夹,这个状态只用于判断当前正在做什么事,用来通知大脑降低fight的影响,不具备其他操作
[SerializeField]public float Cartridgetime;
float CartridgeNeedyTime;
public bool Shooting;//是否正在射击
private float waitingbullets;//正准备射出去的子弹
bool Finding;
bool Fighting;
[SerializeField]float m_y;
bool Hiding;
bool Tracing;
bool Waring;
bool haddead;
[SerializeField] ParticleSystem FireParticle=null;
// Use this for initialization
void Start () {
haddead = false;
m_Brain = GetComponent<EnemyFramework>();
EnemyTarget = GameObject.Find("SUNman").GetComponent<Transform>();
m_agent = GetComponentInParent<NavMeshAgent>();
m_animator = GetComponentInChildren<Animator>();
// m_rigid = GetComponent<Rigidbody>();
m_y = transform.position.y;
if (RT == RobotType.GroundSlow)
{
AllHP = 1000;
ShootingSpeed = 1;
CartridgeNeedyTime = 3;
BulletsInBox = 1000;//反正用不到这个,乱设一个方便debug
harmful = 10;
m_Brain.AttackRange = 4f;
}
else if (RT == RobotType.GroundFast)
{
AllHP = 600;
ShootingSpeed = 10;
CartridgeNeedyTime = 2;
BulletsInBox = 30;
harmful = 1;
m_Brain.AttackRange = 20f;
}
else if (RT == RobotType.FlyingFast)
{
AllHP = 500;
ShootingSpeed = 10;
CartridgeNeedyTime = 2;
BulletsInBox = 100;
harmful = 1;
m_Brain.AttackRange = 10f;
}
else if (RT == RobotType.FlyingSlow)
{
AllHP = 700;
ShootingSpeed = 0.3f;
CartridgeNeedyTime = 3;
BulletsInBox = 1000;
harmful = 10;
m_Brain.AttackRange = 10f;
}
BulletsInGun = BulletsInBox;
Shooting = false;
InitState();
Waring = false;
HP = AllHP;
ObstacleBias = 1;
NotificationCenter.DefaultCenter().AddObserver(this, "HitRobot");
Cartridging = false;
}
void HitRobot(Notification noti)
{
PlayerBulletManager.Bullets b = (PlayerBulletManager.Bullets)noti.data;
if (b.Target.name.Equals(gameObject.name))
{
m_Brain.BeAttacked();
HP = HP - b.harmful;
NotificationCenter.DefaultCenter().PostNotification(this, "HitEnemyP", b.EndPosition);
// Vector3 direction = transform.position - EnemyTarget.transform.position;
// m_rigid.velocity = direction.normalized;
if (HP <= 0&&!haddead)
{
m_animator.SetTrigger("Dead");
m_agent.ResetPath();
NotificationCenter.DefaultCenter().PostNotification(this,"RobotDead");
if (FireParticle != null)
{
NotificationCenter.DefaultCenter().PostNotification(this, "FastBulletNotFireP", FireParticle);
}
NotificationCenter.DefaultCenter().PostNotification(this,"DeadEnemyP",transform.position);
GetComponent<BoxCollider>().enabled = false;
DestroyObject(gameObject,2);
haddead = true;
}
}
}
// Update is called once per frame
void Update () {
//Debug.Log(Shooting);
if (HP > 0)
{
if (!Shooting)//如果没有正在射击,就让它换子弹(算了改成子弹射击完再换弹夹
{
Cartridging = true;
//if (!m_animator.GetCurrentAnimatorStateInfo(0).IsName("Cartridge"))
//{
// m_animator.SetTrigger("Cartridge");
//}
Cartridgetime += Time.deltaTime;
if (Cartridgetime > CartridgeNeedyTime)
{
Cartridging = false;
BulletsInGun = BulletsInBox;
}
}
if (Waring)
{
if (Finding)
{
m_agent.ResetPath();
m_animator.SetTrigger("Idle");
if (FireParticle != null)
{
NotificationCenter.DefaultCenter().PostNotification(this, "FastBulletNotFireP", FireParticle);
}
Quaternion tempQ = Quaternion.LookRotation(EnemyTarget.position - transform.position,new Vector3(0,1,0));
transform.rotation = Quaternion.Slerp(transform.rotation,tempQ,0.02f);
}
if (Tracing)
{
if (transform.position.y != m_y&&!m_Brain.Attacked)
{
transform.position = new Vector3(transform.position.x, Mathf.Lerp(transform.position.y, m_y, 0.2f), transform.position.z);
}
m_agent.ResetPath();
m_animator.SetTrigger("Idle");
if (FireParticle != null)
{
NotificationCenter.DefaultCenter().PostNotification(this, "FastBulletNotFireP", FireParticle);
}
m_agent.SetDestination(new Vector3(EnemyTarget.position.x,m_y,EnemyTarget.position.z));
m_agent.stoppingDistance = m_Brain.AttackRange / 5 * 3;
}
if (Hiding)
{
if (transform.position.y != m_y && !m_Brain.Attacked)
{
transform.position = new Vector3(transform.position.x, Mathf.Lerp(transform.position.y, m_y, 0.2f), transform.position.z);
}
m_agent.ResetPath();
m_animator.SetTrigger("Idle");
if (FireParticle != null)
{
NotificationCenter.DefaultCenter().PostNotification(this, "FastBulletNotFireP", FireParticle);
}
Vector3 position = m_Brain.Obstacles[m_Brain.NearestObstacle].position;
Vector3 direction = (-EnemyTarget.position + transform.position).normalized;
Vector3 Destination = position + direction * ObstacleBias;
m_agent.SetDestination(Destination);
m_agent.stoppingDistance = ObstacleBias / 2;
}
if (Fighting)
{
m_agent.ResetPath();
//Shooting = true;
if (RT == RobotType.FlyingFast )
{
CalculatelNumberOfBullets();
}
else
{
CalculatelSlowBullets();
}
if (Shooting)
{
Quaternion tempQ = Quaternion.LookRotation(EnemyTarget.position - transform.position, new Vector3(0, 1, 0));
transform.rotation = Quaternion.Slerp(transform.rotation, tempQ, 0.05f);
}
}
}
}
}
public void action_Fighting()//兄弟刚不刚?
{
InitState();
Fighting = true;
}
public void action_Finding()
{
InitState();
Shooting = false;
Finding = true;
}
public void action_Waring(bool war)
{
Waring = war;
}
public void action_Tracing()
{
InitState();
Shooting = false;
Tracing = true;
}
public void action_Hiding()
{
InitState();
Shooting = false;
Hiding = true;
}
float AbsoluteValue(float a)
{
float b;
b = a > 0 ? a : -a;
return b;
}
void InitState()
{
Finding = false;
Hiding = false;
Fighting = false;
Tracing = false;
// Shooting = false;
}
void CalculatelNumberOfBullets()
{
waitingbullets += Time.deltaTime * ShootingSpeed;
if (waitingbullets >= 1)
{
int bullets = (int)waitingbullets;
waitingbullets -= bullets;
if (BulletsInGun < bullets)
{
bullets = BulletsInGun;
//弹夹打完了欸
Shooting = false;
BulletsInGun = 0;
Cartridging = true;
}
else
{
Shooting = true;
Cartridgetime = 0;
// Debug.Log(m_animator.GetCurrentAnimatorStateInfo(0).IsName("Shooting"));
if (!m_animator.GetCurrentAnimatorStateInfo(0).IsName("Shooting"))
{
m_animator.SetTrigger("Shooting");
}
if (m_animator.GetCurrentAnimatorStateInfo(0).IsName("Shooting"))
{
if (FireParticle != null)
{
NotificationCenter.DefaultCenter().PostNotification(this, "FastBulletFireP", FireParticle);
}
BulletsInGun -= bullets;
//发出bullets发子弹
PlayerBulletManager.Bullets tempbullets = new PlayerBulletManager.Bullets();
tempbullets.StartPosition = transform.position;
tempbullets.localdirection = transform.forward;
tempbullets.harmful = harmful;
tempbullets.Bulletstype = PlayerBulletManager.bulletstype.EnemyFast;
for (int i = 0; i < bullets; i++)
{
//Debug.Log("EnemyFast");
NotificationCenter.DefaultCenter().PostNotification(this, "PlayerBullet", tempbullets);
}
}
}
}
}
private void OnDestroy()
{
FortuneManager.Fortune_base fb = new FortuneManager.Fortune_base();
fb.S = transform.position;
if (RT == RobotType.FlyingSlow||RT==RobotType.GroundSlow)
{
fb.Rescue = 10;
}
else
{
fb.AddAttack = 0.05f;
}
NotificationCenter.DefaultCenter().PostNotification(this, "InstantiateFortune",fb);
}
void CalculatelSlowBullets()
{
waitingbullets += Time.deltaTime * ShootingSpeed;
if (waitingbullets >= 1)
{
int bullets = (int)waitingbullets;
waitingbullets -= bullets;
//如果准备好了子弹,就进入攻击状态,并由动画来判定什么时候离开攻击状态进入换弹夹状态
Shooting = true;
Cartridgetime = 0;
if (!m_animator.GetCurrentAnimatorStateInfo(0).IsName("Shooting"))
{
m_animator.SetTrigger("Shooting");
}
}
}
}