2024-05-01 00:28:48 +08:00
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using System;
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2024-04-30 17:39:50 +08:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class EventLevel2Actor1 : ActorController
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{
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public override bool Interaction()
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{
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switch (GameManager.Instance.PlotManager.PlotDictionary[1])
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{
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// 状态 1 未逃出牢笼
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case 1:
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// 小偷说话
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GameManager.Instance.UIManager.ShowDialog(GetComponent<ResourceController>().Name, new List<string> { "你醒了?", "你被魔法警卫关进来时还处于昏迷中。", "我刚刚挖了一条暗道,咱们一起逃出去吧。" }, () =>
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{
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// 打开墙
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RaycastHit2D hit = Physics2D.Raycast((Vector2)transform.position + new Vector2(-1, 0), Vector2.left, .1f);
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hit.collider.GetComponent<EnvironmentController>().Open(() =>
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{
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// 移动
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StartCoroutine(Moving1());
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});
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});
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break;
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case 2:
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// 小偷说话
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GameManager.Instance.UIManager.ShowDialog("小偷", new List<string> { "终于逃出来了!", "你的装备被警卫拿走了,建议你先找点趁手的装备。", "铁剑在 5 楼,铁盾在 9 楼。", "我还有事先走了,祝你好运~" }, () =>
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{
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// 移动
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StartCoroutine(Moving2());
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});
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break;
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default:
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break;
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}
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return false;
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}
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/// <summary>
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/// 移动 1
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/// </summary>
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IEnumerator Moving1()
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{
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yield return StartCoroutine(Move(transform, new List<Vector2> { new Vector2(-5, -1), new Vector2(-5, -3) }));
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// 变更剧情状态
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GameManager.Instance.PlotManager.PlotDictionary[1] = 2;
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// 音频播放
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GameManager.Instance.SoundManager.PlaySound(ESoundType.Music, "1-9");
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// 启用人物控制器
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GameManager.Instance.PlayerManager.Enable = true;
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yield break;
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}
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/// <summary>
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/// 移动 2
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/// </summary>
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IEnumerator Moving2()
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{
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yield return StartCoroutine(Move(transform, new List<Vector2> { new Vector2(-5, -5) }));
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// 小偷消失
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_animator.SetTrigger("hide");
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// 音频播放
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GameManager.Instance.SoundManager.PlaySound(ESoundType.Music, "1-9");
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yield break;
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}
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IEnumerator Move(Transform transform, List<Vector2> targetPoints)
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{
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float timer = 0;
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float speed = 10f;
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Vector2 beginPoint = transform.position;
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for (int i = 0; i < targetPoints.Count; i++)
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{
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timer = 0;
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beginPoint = transform.position;
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while ((Vector2)transform.position != targetPoints[i])
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{
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timer += Time.deltaTime;
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float t = timer / (beginPoint - targetPoints[i]).sqrMagnitude * speed;
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transform.position = Vector2.Lerp(beginPoint, targetPoints[i], t);
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yield return null;
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}
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}
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yield break;
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}
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}
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