/// <summary> /// 调整位置后开始战斗 /// </summary> /// <returns>The position and start fight.</returns> /// <param name="battlePlayerCtr">Battle player ctr.</param> private IEnumerator ResetPositionAndStartFight(BattlePlayerController battlePlayerCtr) { // 等待准备好 yield return(new WaitUntil(() => isReadyToFight)); // 头山闪红色叹号 AlertTintSpark(); // 播放idle动画 baCtr.PlayRoleAnim(CommonData.roleIdleAnimName, 0, null); // 判断玩家角色是否需要重新开始攻击动作 bool playerNeedResetAttack = battlePlayerCtr.NeedResetAttack(); yield return(new WaitForSeconds(0.4f)); HideAllAlertAreas(); DisableAllDetect(); Vector3 playerOriPos = battlePlayerCtr.transform.position; Vector3 monsterOriPos = transform.position; int playerPosX = Mathf.RoundToInt(playerOriPos.x); int playerPosY = Mathf.RoundToInt(playerOriPos.y); int monsterPosX = Mathf.RoundToInt(monsterOriPos.x); int monsterPosY = Mathf.RoundToInt(monsterOriPos.y); int monsterLayerOrder = -monsterPosY; int posOffsetX = playerPosX - monsterPosX; int posOffsetY = playerPosY - monsterPosY; Vector3 monsterRunPos = Vector3.zero; Vector3 monsterFightPos = Vector3.zero; Vector3 playerFightPos = new Vector3(playerPosX, playerPosY, 0); int minX = 0; int maxX = ExploreManager.Instance.newMapGenerator.columns - 1; HLHRoleAnimInfo playerCurrentAnimInfo = battlePlayerCtr.GetCurrentRoleAnimInfo(); // 根据玩家角色和怪物的位置,战斗点附近的可行走情况决定人物和怪物的战斗位置 //人物在怪物右边 if (posOffsetX > 0) { // 人物角色先朝左 battlePlayerCtr.TowardsLeft(!battlePlayerCtr.isInFight); // 如果怪物在人物水平向左一格的附近位置,并且该位置没有超出地图左侧界限 if (playerPosX - 1 >= minX && playerPosX - 1 == monsterPosX && playerPosY == monsterPosY) { // 怪物跑向的位置【人物左边一格】 monsterRunPos = new Vector3(playerPosX - 1f, playerPosY, 0); // 怪物战斗位置【人物左边一格】 monsterFightPos = new Vector3(playerPosX - 1, playerPosY, 0); // 怪物层级调整到人物层级 monsterLayerOrder = -playerPosY; } // 人物左侧没有超过地图左侧界限,且地图上人物左侧位置上没有东西【可行走信息为1】 else if (playerPosX - 1 >= minX && ExploreManager.Instance.newMapGenerator.mapWalkableInfoArray[playerPosX - 1, playerPosY] == 1) { monsterRunPos = new Vector3(playerPosX - 0.5f, playerPosY, 0); monsterFightPos = new Vector3(playerPosX - 1, playerPosY, 0); monsterLayerOrder = -playerPosY; } // 人物左侧没有超过地图左侧界限,地图上人物左侧位置没有东西,但是可行走信息不为1,但是是当前怪物的单步行走目标位置【每个怪物在行走之前都会把目标位置可行走信息设为5,防止其他怪物也走上去】 else if (playerPosX - 1 >= minX && playerPosX - 1 == Mathf.RoundToInt(moveDestination.x) && playerPosY == Mathf.RoundToInt(moveDestination.y)) { monsterRunPos = new Vector3(playerPosX - 1f, playerPosY, 0); monsterFightPos = new Vector3(playerPosX - 1, playerPosY, 0); monsterLayerOrder = -playerPosY; } // 其他情况都要让怪物和人物的战斗位置尽量放进同一个格子里了 else { // 如果人物靠上 if (posOffsetY > 0) { //怪物跑到的位置 monsterRunPos = new Vector3(playerPosX - 0.25f, playerPosY - 0.15f, 0); // 怪物战斗位置 monsterFightPos = new Vector3(playerPosX - 0.25f, playerPosY - 0.15f, 0); // 怪物的层级比人物高1级 monsterLayerOrder = -playerPosY + 1; // 人物的战斗位置 playerFightPos = new Vector3(playerPosX + 0.25f, playerPosY + 0.15f, 0); baCtr.SetSortingOrder(monsterLayerOrder); } else // 如果人物靠下 { monsterRunPos = new Vector3(playerPosX - 0.25f, playerPosY + 0.15f, 0); monsterFightPos = new Vector3(playerPosX - 0.25f, playerPosY + 0.15f, 0); monsterLayerOrder = -playerPosY - 1; playerFightPos = new Vector3(playerPosX + 0.25f, playerPosY - 0.15f, 0); baCtr.SetSortingOrder(-playerPosY - 1); } } } else if (posOffsetX == 0) { if (playerPosX + 1 <= maxX && ExploreManager.Instance.newMapGenerator.mapWalkableInfoArray [playerPosX + 1, playerPosY] == 1) { battlePlayerCtr.TowardsRight(!battlePlayerCtr.isInFight); monsterRunPos = new Vector3(playerPosX + 0.5f, playerPosY, 0); monsterFightPos = new Vector3(playerPosX + 1, playerPosY, 0); monsterLayerOrder = -playerPosY; } else if (playerPosX + 1 <= maxX && playerPosX + 1 == Mathf.RoundToInt(moveDestination.x) && playerPosY == Mathf.RoundToInt(moveDestination.y)) { battlePlayerCtr.TowardsRight(!battlePlayerCtr.isInFight); monsterRunPos = new Vector3(playerPosX + 0.5f, playerPosY, 0); monsterFightPos = new Vector3(playerPosX + 1, playerPosY, 0); monsterLayerOrder = -playerPosY; } else if (playerPosX - 1 >= minX && ExploreManager.Instance.newMapGenerator.mapWalkableInfoArray [playerPosX - 1, playerPosY] == 1) { battlePlayerCtr.TowardsLeft(!battlePlayerCtr.isInFight); monsterRunPos = new Vector3(playerPosX - 0.5f, playerPosY, 0); monsterFightPos = new Vector3(playerPosX - 1, playerPosY, 0); monsterLayerOrder = -playerPosY; } else if (playerPosX - 1 >= minX && playerPosX - 1 == Mathf.RoundToInt(moveDestination.x) && playerPosY == Mathf.RoundToInt(moveDestination.y)) { battlePlayerCtr.TowardsLeft(!battlePlayerCtr.isInFight); monsterRunPos = new Vector3(playerPosX - 0.5f, playerPosY, 0); monsterFightPos = new Vector3(playerPosX - 1, playerPosY, 0); monsterLayerOrder = -playerPosY; } else { if (posOffsetY > 0) { monsterRunPos = new Vector3(playerPosX + 0.25f, playerPosY - 0.15f, 0); monsterFightPos = new Vector3(playerPosX + 0.25f, playerPosY - 0.15f, 0); monsterLayerOrder = -playerPosY + 1; playerFightPos = new Vector3(playerPosX - 0.25f, playerPosY + 0.15f, 0); baCtr.SetSortingOrder(-playerPosY + 1); battlePlayerCtr.TowardsRight(!battlePlayerCtr.isInFight); } else { monsterRunPos = new Vector3(playerPosX + 0.25f, playerPosY + 0.15f, 0); monsterFightPos = new Vector3(playerPosX + 0.25f, playerPosY + 0.15f, 0); monsterLayerOrder = -playerPosY - 1; playerFightPos = new Vector3(playerPosX - 0.25f, playerPosY - 0.15f, 0); baCtr.SetSortingOrder(-playerPosY - 1); battlePlayerCtr.TowardsRight(!battlePlayerCtr.isInFight); } } } else if (posOffsetX < 0) { battlePlayerCtr.TowardsRight(!battlePlayerCtr.isInFight); if (playerPosX + 1 <= maxX && playerPosX + 1 == monsterPosX && playerPosY == monsterPosY) { monsterRunPos = new Vector3(playerPosX + 1f, playerPosY, 0); monsterFightPos = new Vector3(playerPosX + 1, playerPosY, 0); monsterLayerOrder = -playerPosY; } else if (playerPosX + 1 <= maxX && ExploreManager.Instance.newMapGenerator.mapWalkableInfoArray[playerPosX + 1, playerPosY] == 1) { monsterRunPos = new Vector3(playerPosX + 0.5f, playerPosY, 0); monsterFightPos = new Vector3(playerPosX + 1, playerPosY, 0); monsterLayerOrder = -playerPosY; } else if (playerPosX + 1 <= maxX && playerPosX + 1 == Mathf.RoundToInt(moveDestination.x) && playerPosY == Mathf.RoundToInt(moveDestination.y)) { monsterRunPos = new Vector3(playerPosX + 1f, playerPosY, 0); monsterFightPos = new Vector3(playerPosX + 1, playerPosY, 0); monsterLayerOrder = -playerPosY; } else { if (posOffsetY > 0) { monsterRunPos = new Vector3(playerPosX + 0.25f, playerPosY - 0.15f, 0); monsterFightPos = new Vector3(playerPosX + 0.25f, playerPosY - 0.15f, 0); monsterLayerOrder = -playerPosY + 1; playerFightPos = new Vector3(playerPosX - 0.25f, playerPosY + 0.15f, 0); baCtr.SetSortingOrder(-playerPosY + 1); } else { monsterRunPos = new Vector3(playerPosX + 0.25f, playerPosY + 0.15f, 0); monsterFightPos = new Vector3(playerPosX + 0.25f, playerPosY + 0.15f, 0); monsterLayerOrder = -playerPosY - 1; playerFightPos = new Vector3(playerPosX - 0.25f, playerPosY - 0.15f, 0); baCtr.SetSortingOrder(-playerPosY - 1); } } } // 如果玩家需要重置战斗动作 if (playerNeedResetAttack) { battlePlayerCtr.ResetAttack(playerCurrentAnimInfo); ExploreManager.Instance.expUICtr.UpdateActiveSkillButtons(); } // 玩家位置修正 battlePlayerCtr.FixPosTo(playerFightPos, null); // 怪物跑到位置 RunToPosition(monsterRunPos, delegate { // 如果跑到的时候已经死了,直接返回 if (baCtr.isDead) { return; } // 调整怪物位置到战斗位置 baCtr.FixPosTo(monsterFightPos, null); // 如果玩家没有逃离战斗 if (!battlePlayerCtr.escapeFromFight) { // 根据双方位置关系重新调整朝向 if (transform.position.x <= ExploreManager.Instance.battlePlayerCtr.transform.position.x) { baCtr.TowardsRight(); boneTowards = MyTowards.Right; } else { baCtr.TowardsLeft(); boneTowards = MyTowards.Left; } // 如果玩家没有逃离战斗,并且玩家还没有进入战斗,则玩家和怪物都进入战斗 if (!battlePlayerCtr.isInEscaping && !battlePlayerCtr.isInFight) { ExploreManager.Instance.PlayerAndMonsterStartFight(); } else { // 其他情况下只有怪物进入战斗 ExploreManager.Instance.MonsterStartFight(); } } // 玩家在怪物跑的过程中脱离了战斗【这个现在从动画播放时长和跑动的时长上看是不会实现的,但是逻辑先做着】 else { bool monsterDie = baCtr.agent.health <= 0; RefreshWalkableInfoWhenQuit(monsterDie); QuitFightAndDelayMove(5); battlePlayerCtr.escapeFromFight = false; } }, monsterLayerOrder); }