MoTaForPSVita/Assets/Scripts/Event/Level/EventLevel49Floor1.cs

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2024-04-30 17:39:50 +08:00
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
public class EventLevel49Floor1 : MonoBehaviour
{
private EnemyController _enemy1; // 魔王
private EnemyController _enemy2; // 魔法警卫
private EnemyController _enemy3;
private EnemyController _enemy4;
private EnemyController _enemy5;
private EnemyController _enemy6;
private EnemyController _enemy7;
private EnemyController _enemy8;
private EnemyController _enemy9;
private EnvironmentController _door;
private void OnEnable()
{
GameManager.Instance.EventManager.OnResourceLoaded += GetGameObjectEvent;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Player") && GameManager.Instance.PlotManager.PlotDictionary[14] == 1)
{
// 禁用人物控制器
GameManager.Instance.PlayerManager.Enable = false;
// 锁定音乐
GameManager.Instance.SoundManager.LockEnable = true;
// 开始对话
ShowTalk();
}
}
private void OnDisable()
{
GameManager.Instance.EventManager.OnResourceLoaded -= GetGameObjectEvent;
}
/// <summary>
/// 说话
/// </summary>
private void ShowTalk()
{
// 改变剧情
GameManager.Instance.PlotManager.PlotDictionary[14] = 2;
// 创建怪物
_enemy1 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Enemy, 33).GetComponent<EnemyController>();
_enemy1.transform.position = new Vector2(0, 3);
_enemy2 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Enemy, 31).GetComponent<EnemyController>();
_enemy2.transform.position = new Vector2(-1, 4);
_enemy3 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Enemy, 31).GetComponent<EnemyController>();
_enemy3.transform.position = new Vector2(0, 4);
_enemy4 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Enemy, 31).GetComponent<EnemyController>();
_enemy4.transform.position = new Vector2(1, 4);
_enemy5 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Enemy, 31).GetComponent<EnemyController>();
_enemy5.transform.position = new Vector2(-1, 3);
_enemy6 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Enemy, 31).GetComponent<EnemyController>();
_enemy6.transform.position = new Vector2(1, 3);
_enemy7 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Enemy, 31).GetComponent<EnemyController>();
_enemy7.transform.position = new Vector2(-1, 2);
_enemy8 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Enemy, 31).GetComponent<EnemyController>();
_enemy8.transform.position = new Vector2(0, 2);
_enemy9 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Enemy, 31).GetComponent<EnemyController>();
_enemy9.transform.position = new Vector2(1, 2);
// 绑定事件
BindOnDeathEvent();
// 创建魔法门
_door = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Environment, 4).GetComponent<EnvironmentController>();
_door.transform.position = Vector2.down;
// 魔王说话
GameManager.Instance.UIManager.ShowDialog(_enemy1.Name, new List<string> { "你终于来了!", "我已经等不及了!", "但我的手下要和你玩玩,看来你需要先打败他们了。" }, (() =>
{
// 启用人物控制器
GameManager.Instance.PlayerManager.Enable = true;
}));
}
/// <summary>
/// 获取守卫事件
/// </summary>
private void GetGameObjectEvent()
{
_enemy1 = null;
_enemy2 = null;
_enemy3 = null;
_enemy4 = null;
_enemy5 = null;
_enemy6 = null;
_enemy7 = null;
_enemy8 = null;
_enemy9 = null;
_door = null;
// 从已使用物体列表中按位置获取物体
GameManager.Instance.PoolManager.UseList.ForEach(obj =>
{
if ((Vector2)obj.transform.position == new Vector2(0, 3)) _enemy1 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(-1, 4)) _enemy2 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(0, 4)) _enemy3 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(1, 4)) _enemy4 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(-1, 3)) _enemy5 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(1, 3)) _enemy6 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(-1, 2)) _enemy7 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(0, 2)) _enemy8 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(1, 2)) _enemy9 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == Vector2.down) _door = obj.GetComponent<EnvironmentController>();
});
// 绑定事件
BindOnDeathEvent();
}
private void BindOnDeathEvent()
{
if (_enemy1 != null)
{
_enemy1.OnDeath += () =>
{
// 魔王说话
GameManager.Instance.UIManager.ShowDialog(_enemy1.Name, new List<string> { "哈哈哈!", "很好,你是一个合格的战士。" }, (() =>
{
// 启用人物控制器
GameManager.Instance.PlayerManager.Enable = true;
// 改变剧情
GameManager.Instance.PlotManager.PlotDictionary[14] = 3;
// 解锁音乐
GameManager.Instance.SoundManager.LockEnable = false;
// 音频播放
GameManager.Instance.SoundManager.PlaySound(ESoundType.Music, "LevelWin");
// 回收所有敌人
if (_enemy1 != null) GameManager.Instance.PoolManager.RecycleResource(_enemy1.gameObject);
if (_enemy2 != null) GameManager.Instance.PoolManager.RecycleResource(_enemy2.gameObject);
if (_enemy3 != null) GameManager.Instance.PoolManager.RecycleResource(_enemy3.gameObject);
if (_enemy4 != null) GameManager.Instance.PoolManager.RecycleResource(_enemy4.gameObject);
if (_enemy5 != null) GameManager.Instance.PoolManager.RecycleResource(_enemy5.gameObject);
if (_enemy6 != null) GameManager.Instance.PoolManager.RecycleResource(_enemy6.gameObject);
if (_enemy7 != null) GameManager.Instance.PoolManager.RecycleResource(_enemy7.gameObject);
if (_enemy8 != null) GameManager.Instance.PoolManager.RecycleResource(_enemy8.gameObject);
if (_enemy9 != null) GameManager.Instance.PoolManager.RecycleResource(_enemy9.gameObject);
// 开门
_door.Open(null);
// 创建红宝石
for (int i = 0; i < 3; i++)
{
GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Item, 7).transform.position = new Vector2(-4 + i, 2);
}
// 创建大血瓶
for (int i = 0; i < 3; i++)
{
GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Item, 6).transform.position = new Vector2(-1 + i, 1);
}
// 创建蓝宝石
for (int i = 0; i < 3; i++)
{
GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Item, 8).transform.position = new Vector2(2 + i, 2);
}
// 创建红钥匙
GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Item, 3).transform.position = new Vector2(-1, 4);
// 创建屠龙匕首
GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Item, 20).transform.position = new Vector2(1, 4);
// 回收剧情资源
GameManager.Instance.PoolManager.RecycleResource(gameObject);
}));
};
}
if (_enemy2 != null) _enemy2.OnDeath += () => { _enemy2 = null; DetectionWeakness(); };
if (_enemy3 != null) _enemy3.OnDeath += () => { _enemy3 = null; DetectionWeakness(); };
if (_enemy4 != null) _enemy4.OnDeath += () => { _enemy4 = null; DetectionWeakness(); };
if (_enemy5 != null) _enemy5.OnDeath += () => { _enemy5 = null; DetectionWeakness(); };
if (_enemy6 != null) _enemy6.OnDeath += () => { _enemy6 = null; DetectionWeakness(); };
if (_enemy7 != null) _enemy7.OnDeath += () => { _enemy7 = null; DetectionWeakness(); };
if (_enemy8 != null) _enemy8.OnDeath += () => { _enemy8 = null; DetectionWeakness(); };
if (_enemy9 != null) _enemy9.OnDeath += () => { _enemy9 = null; DetectionWeakness(); };
}
/// <summary>
/// 检测门是否能打开
/// </summary>
private void DetectionWeakness()
{
if (_enemy1 != null && _enemy2 != null && _enemy3 == null && _enemy4 != null && _enemy5 == null && _enemy6 == null && _enemy7 != null && _enemy8 == null && _enemy9 != null)
{
// 锁定音乐
GameManager.Instance.SoundManager.LockEnable = true;
// 魔王说话
GameManager.Instance.UIManager.ShowDialog(_enemy1.Name, new List<string> { "什么?我怎么被封印了!" }, (() =>
{
// 启用人物控制器
GameManager.Instance.PlayerManager.Enable = true;
// 魔王弱化
_enemy1.Health /= 10;
_enemy1.Attack /= 10;
_enemy1.Defence /= 10;
}));
}
}
}