public void Add(string name, BloodSequence bloodSeq)
 {
     if (!this.listDict.ContainsKey(name))
     {
         this.listDict.Add(name, new BloodSequenceList());
     }
     this.listDict[name].Add(bloodSeq);
 }
        public bool isAvailable; // 是否为可用对象

        public static void Show(string prefabName, Vector3 position)
        {
            BloodSequence bloodSeq = bloodLibrary.Get(prefabName);

            // 如果为空,就新实例化一个
            if (bloodSeq == null)
            {
                Transform trans = Instantiate(PrefabResources.Get(prefabName)) as Transform;
                bloodSeq = trans.GetComponent <BloodSequence>();
                bloodLibrary.Add(prefabName, bloodSeq);
            }
            bloodSeq.timer = 0f;
            // 设置
            bloodSeq.isAvailable        = false;
            bloodSeq.transform.position = position;
            bloodSeq.gameObject.SetActive(true);
        }
        // 击中僵尸
        protected virtual void ProcessHitZombie()
        {
            string    str           = this.target.tag.ToLower();
            ZombieAbs zombieAbsComp = this.target.transform.root.GetComponent <ZombieAbs>();

            if (zombieAbsComp != null)
            {
                float num = Random.Range(0f, 1f);
                // 僵尸出血,需要位置点产生血
                BloodSequence.Show("Effect/Blood/BloodSplatEffect", this.targetPos);
                // 僵尸的血溅到屏幕上,需要距离判断是否会溅到
                float hitPointDist = Vector3.Distance(this.targetPos, GameCameraController.INSTANCE.MainCameraTrans.position);
                ZombieAttackedBlood.Show("Effect/ZombieAttacked", hitPointDist);
                Vector3 backward     = -zombieAbsComp.transform.forward;
                Vector2 vertBack     = new Vector2(backward.x, backward.y);
                Vector2 normVertBack = vertBack.normalized;
                Vector2 lhs          = new Vector2(-normVertBack.y, normVertBack.x);

                Vector3 targetDir     = this.targetPos - this.originalPos; // 从玩家指向集中目标
                Vector2 vertTargetDir = new Vector2(targetDir.x, targetDir.z);
                Vector2 rhs           = vertTargetDir.normalized;

                Vector2 attackedForce = new Vector2(Vector2.Dot(lhs, rhs), Vector2.Dot(normVertBack, rhs));
                Vector2 zero          = Vector2.zero;
                float   baseDmg       = this.baseDmg;

                if (str.EndsWith("head"))
                {
                    zero = new Vector2(0f, 1f);
                    //baseDmg *= 2f;
                    baseDmg = 100f;
                }
                else if (str.EndsWith("body"))
                {
                    zero             = new Vector2(0f, 0f);
                    attackedForce.y *= 0.7f;
                }
                else if (str.EndsWith("leftarm"))
                {
                    zero             = new Vector2(-1f, 1f);
                    attackedForce.x -= 0.15f;
                    attackedForce   /= 2f;
                }
                else if (str.EndsWith("rightarm"))
                {
                    zero             = new Vector2(1f, 1f);
                    attackedForce.x -= 0.15f;
                    attackedForce   /= 2f;
                }
                else if (str.EndsWith("leftleg"))
                {
                    zero           = new Vector2(-1f, -1f);
                    attackedForce /= 2f;
                }
                else if (str.EndsWith("rightleg"))
                {
                    zero           = new Vector2(1f, -1f);
                    attackedForce /= 2f;
                }
                else if (str.EndsWith("special"))
                {
                    zero           = new Vector2(2f, 0f);
                    attackedForce /= 2f;
                }
                if (((zombieAbsComp.hp <= baseDmg) && (zombieAbsComp.hp > 0f)) && (zombieAbsComp.dangerLevel < 0x3e8))
                {
                    // 计算各种统计信息
                    StgZombieBornDealer.normalKillCount++;
                    if (zero.x == 0 && zero.y == 1)
                    {
                        StgZombieBornDealer.normalHeadshotCount++;
                        AudioManager.INSTANCE.Play("Effect/headshot");
                    }
                }
                attackedForce.y *= this.basePower;
                // attackedForce.y的取值范围为(-∞, -0.3f] && [0.3f, ∞)
                if (attackedForce.y > -0.3f && attackedForce.y < 0.3f)
                {
                    attackedForce.y = (attackedForce.y >= 0f) ? 0.3f : -0.3f;
                }
                zombieAbsComp.Hit(baseDmg, zero, attackedForce, this.basePower);
            }
        }
 public void Add(BloodSequence bloodSeq)
 {
     this.count++;
     this.bloodList.Add(bloodSeq);
 }