2024-05-01 00:28:48 +08:00
|
|
|
using System.Collections;
|
2024-04-30 17:39:50 +08:00
|
|
|
using System.Collections.Generic;
|
|
|
|
using System.Linq;
|
|
|
|
using UnityEngine;
|
|
|
|
using UnityEngine.SceneManagement;
|
|
|
|
|
|
|
|
public class EventLevel10Floor2 : MonoBehaviour
|
|
|
|
{
|
|
|
|
private GameObject _npc;
|
|
|
|
|
|
|
|
private void OnTriggerEnter2D(Collider2D collision)
|
|
|
|
{
|
|
|
|
// 状态一触发对话
|
|
|
|
if (GameManager.Instance.PlotManager.PlotDictionary[4] == 5)
|
|
|
|
{
|
|
|
|
if (collision.CompareTag("Player"))
|
|
|
|
{
|
|
|
|
// 禁用人物控制器
|
|
|
|
GameManager.Instance.PlayerManager.Enable = false;
|
|
|
|
// 小偷出现
|
|
|
|
StartCoroutine(ShowNPC());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
IEnumerator ShowNPC()
|
|
|
|
{
|
|
|
|
// 创建小偷
|
|
|
|
_npc = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Actor, 12);
|
|
|
|
_npc.transform.position = new Vector2(-5, -5);
|
|
|
|
_npc.GetComponent<Animator>().SetTrigger("show");
|
|
|
|
yield return new WaitForSeconds(1 / 3);
|
|
|
|
// 小偷移动
|
|
|
|
Vector2[] points = new Vector2[]
|
|
|
|
{
|
|
|
|
new Vector2(-5,-5),
|
|
|
|
new Vector2(-5,-2),
|
|
|
|
new Vector2(-3,-2),
|
|
|
|
new Vector2(-3,-5),
|
|
|
|
new Vector2(-1,-5),
|
|
|
|
new Vector2(-1,-4),
|
|
|
|
new Vector2(0,-4),
|
|
|
|
};
|
|
|
|
yield return StartCoroutine(Move(_npc.transform, points.ToList()));
|
|
|
|
// 小偷长说话
|
|
|
|
GameManager.Instance.UIManager.ShowDialog(_npc.GetComponent<ResourceController>().Name, new List<string> { "嘿!我们又见面了!", "你竟然击败了此区域的头目,真了不起!", "我正在发愁怎么去更高的楼层,现在终于可以上去了。", "听说银盾在 11 楼,银剑在 17 楼,祝你好运~" }, () =>
|
|
|
|
{
|
|
|
|
// 小偷消失
|
|
|
|
StartCoroutine(HideNPC());
|
|
|
|
});
|
|
|
|
yield break;
|
|
|
|
}
|
|
|
|
|
|
|
|
IEnumerator Move(Transform transform, List<Vector2> targetPoints)
|
|
|
|
{
|
|
|
|
float timer = 0;
|
|
|
|
float speed = 10f;
|
|
|
|
Vector2 beginPoint = transform.position;
|
|
|
|
for (int i = 0; i < targetPoints.Count; i++)
|
|
|
|
{
|
|
|
|
timer = 0;
|
|
|
|
beginPoint = transform.position;
|
|
|
|
while ((Vector2)transform.position != targetPoints[i])
|
|
|
|
{
|
|
|
|
timer += Time.deltaTime;
|
|
|
|
float t = timer / (beginPoint - targetPoints[i]).sqrMagnitude * speed;
|
|
|
|
transform.position = Vector2.Lerp(beginPoint, targetPoints[i], t);
|
|
|
|
yield return null;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
yield break;
|
|
|
|
}
|
|
|
|
|
|
|
|
IEnumerator HideNPC()
|
|
|
|
{
|
|
|
|
yield return StartCoroutine(Move(_npc.transform, new List<Vector2> { new Vector2(0, -5) }));
|
|
|
|
_npc.GetComponent<Animator>().SetTrigger("hide");
|
|
|
|
// 启用人物控制器
|
|
|
|
GameManager.Instance.PlayerManager.Enable = true;
|
|
|
|
// 音频播放
|
|
|
|
GameManager.Instance.SoundManager.PlaySound(ESoundType.Music, "LevelWin");
|
|
|
|
// 资源回收
|
|
|
|
GameManager.Instance.PoolManager.RecycleResource(gameObject);
|
|
|
|
yield break;
|
|
|
|
}
|
|
|
|
}
|