public void CreateZombie(StgZombieBornDealer zombieDealer) { Transform trans = UnityEngine.Object.Instantiate(PrefabResources.Get("Zombie/" + zombieName)); trans.position = this.position + new Vector3(UnityEngine.Random.Range(-this.range, this.range), 0.3f, UnityEngine.Random.Range(-this.range, this.range)); trans.eulerAngles = new Vector3(0f, (float)UnityEngine.Random.Range(0, 360), 0f); ZombieAbs zombieAbs = trans.GetComponent <ZombieAbs>(); zombieAbs.Agent.Warp(trans.position); zombieAbs.zombieDieDelegate = (Action <ZombieAbs>)Delegate.Combine(zombieAbs.zombieDieDelegate, new Action <ZombieAbs>(zombieDealer.HandleZombieDie)); trans.gameObject.SetActive(true); StgZombieBornDealer.zombies.Add(zombieAbs); }
public void HandleZombieDie(ZombieAbs zombieController) { zombies.Remove(zombieController); this.nowCount--; this.deadCount++; lastDieTime = Time.realtimeSinceStartup; Debug.Log("僵尸死亡:" + deadCount + "/" + totalCount); // zombieDieAct暂时用不上 if (this.deadCount >= this.totalCount) { // 所有僵尸死掉了再进行下一步 if (this.stgEvent.isBlock) { Debug.Log("进行下一步:HeroController.INSTANCE.StartCurrentEvent();"); HeroController.INSTANCE.StartCurrentEvent(); } zombieDealers.Remove(this); Destroy(base.gameObject); } }
// 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); } }