MoTaForPSVita/Assets/Scripts/Event/Level/EventLevel40Floor1.cs

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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 EventLevel40Floor1 : MonoBehaviour
{
private EnemyController _enemy1; // 鬼战士
private EnemyController _enemy2;
private EnemyController _enemy3;
private EnemyController _enemy4; // 战士
private EnemyController _enemy5;
private EnemyController _enemy6;
private EnemyController _enemy7; // 剑士
private EnemyController _enemy8;
private EnemyController _enemy9;
private EnemyController _enemy10; // 骑士
private EnemyController _enemy11;
private EnemyController _enemy12;
private EnemyController _enemy13; // 骑士队长
private void OnEnable()
{
GameManager.Instance.EventManager.OnResourceLoaded += GetGameObjectEvent;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Player"))
{
// 禁用人物控制器
GameManager.Instance.PlayerManager.Enable = false;
// 锁定人物控制器
GameManager.Instance.PlayerManager.LockEnable = true;
// 锁定音频播放
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()
{
// 骷髅队长说话
GameManager.Instance.UIManager.ShowDialog(_enemy13.Name, new List<string> { "我还在担心你来不到这一层,看来我低估你了。", "这次一定能打败你。", "鬼战士,给我上!" }, (() =>
{
Attack();
}));
}
private void Attack()
{
// 死亡事件
_enemy1.OnDeath += () =>
{
_enemy2.OnDeath += () =>
{
_enemy3.OnDeath += () =>
{
// 骷髅队长说话
GameManager.Instance.UIManager.ShowDialog(_enemy13.Name, new List<string> { "哼,没关系,战士们,给我上!" }, (() =>
{
// 死亡事件
_enemy4.OnDeath += () =>
{
_enemy5.OnDeath += () =>
{
_enemy6.OnDeath += () =>
{
// 骷髅队长说话
GameManager.Instance.UIManager.ShowDialog(_enemy13.Name, new List<string> { "真正的战斗才刚刚开始!剑士们,给我上!" }, (() =>
{
// 死亡事件
_enemy7.OnDeath += () =>
{
_enemy8.OnDeath += () =>
{
_enemy9.OnDeath += () =>
{
// 骷髅队长说话
GameManager.Instance.UIManager.ShowDialog(_enemy13.Name, new List<string> { "你,你怎么打得过的?", "骑士们,给我冲!" }, (() =>
{
// 死亡事件
_enemy10.OnDeath += () =>
{
_enemy11.OnDeath += () =>
{
_enemy12.OnDeath += () =>
{
// 骷髅队长说话
GameManager.Instance.UIManager.ShowDialog(_enemy13.Name, new List<string> { "你是怎么击败我的手下的!?", "我和你势不两立!(失去理智)" }, (() =>
{
_enemy13.OnDeath += () =>
{
// 骷髅队长说话
GameManager.Instance.UIManager.ShowDialog(_enemy13.Name, new List<string> { "这次先饶了你,下次再和你正式决斗,你最好投降!(逃跑)" }, (() =>
{
// 播放动画协程
StartCoroutine(GoOut());
}));
};
StartCoroutine(Move(_enemy13.transform, new List<Vector2> { new Vector2(0, 2), new Vector2(0, -1) }, 30));
}));
};
StartCoroutine(Move(_enemy12.transform, new List<Vector2> { new Vector2(0, 4), new Vector2(0, -1) }, 30));
};
StartCoroutine(Move(_enemy11.transform, new List<Vector2> { new Vector2(0, 4), new Vector2(0, -1) }, 30));
};
// 移动
StartCoroutine(Move(_enemy10.transform, new List<Vector2> { new Vector2(0, 4), new Vector2(0, -1) }, 30));
}));
};
StartCoroutine(Move(_enemy9.transform, new List<Vector2> { new Vector2(0, 4), new Vector2(0, -1) }, 30));
};
StartCoroutine(Move(_enemy8.transform, new List<Vector2> { new Vector2(0, 4), new Vector2(0, -1) }, 30));
};
// 移动
StartCoroutine(Move(_enemy7.transform, new List<Vector2> { new Vector2(0, 4), new Vector2(0, -1) }, 30));
}));
};
StartCoroutine(Move(_enemy6.transform, new List<Vector2> { new Vector2(0, 2), new Vector2(0, -1) }));
};
StartCoroutine(Move(_enemy5.transform, new List<Vector2> { new Vector2(0, 2), new Vector2(0, -1) }));
};
// 移动
StartCoroutine(Move(_enemy4.transform, new List<Vector2> { new Vector2(0, 2), new Vector2(0, -1) }));
}));
};
StartCoroutine(Move(_enemy3.transform, new List<Vector2> { new Vector2(0, 2), new Vector2(0, -1) }));
};
StartCoroutine(Move(_enemy2.transform, new List<Vector2> { new Vector2(0, 2), new Vector2(0, -1) }));
};
// 移动
StartCoroutine(Move(_enemy1.transform, new List<Vector2> { new Vector2(0, 2), new Vector2(0, -1) }));
}
IEnumerator GoOut()
{
// 创建骑士队长
GameObject obj = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Enemy, 25);
obj.transform.position = (Vector2)GameManager.Instance.PlayerManager.PlayerController.transform.position + Vector2.up;
// 创建楼梯
GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Environment, 7).transform.position = new Vector2(0, 5);
// 移动
yield return StartCoroutine(Move(obj.transform, new List<Vector2> { new Vector2(0, 5) }, 40));
// 回收资源
GameManager.Instance.PoolManager.RecycleResource(obj);
// 创建黄钥匙
for (int i = 0; i < 3; i++)
{
GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Item, 1).transform.position = new Vector2(-4 + i, 4);
}
// 创建红宝石
for (int i = 0; i < 3; i++)
{
GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Item, 7).transform.position = new Vector2(2 + i, 4);
}
// 创建大血瓶
for (int i = 0; i < 3; i++)
{
GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Item, 6).transform.position = new Vector2(-3 + i, 2);
}
// 创建蓝宝石
for (int i = 0; i < 3; i++)
{
GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Item, 8).transform.position = new Vector2(1 + i, 2);
}
// 改变剧情状态
GameManager.Instance.PlotManager.PlotDictionary[16] = 2;
// 解锁人物控制器
GameManager.Instance.PlayerManager.LockEnable = false;
// 启用人物控制器
GameManager.Instance.PlayerManager.Enable = true;
// 解锁音频播放
GameManager.Instance.SoundManager.LockEnable = false;
// 音频播放
GameManager.Instance.SoundManager.PlaySound(ESoundType.Music, "LevelWin");
// 回收剧情资源
GameManager.Instance.PoolManager.RecycleResource(gameObject);
yield break;
}
IEnumerator Move(Transform transform, List<Vector2> targetPoints, float speed = 20f)
{
float timer = 0;
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;
}
/// <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;
_enemy10 = null;
_enemy11 = null;
_enemy12 = null;
_enemy13 = 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(-1, 2)) _enemy1 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(-2, 2)) _enemy2 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(-3, 2)) _enemy3 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(1, 2)) _enemy4 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(2, 2)) _enemy5 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(3, 2)) _enemy6 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(-2, 4)) _enemy7 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(-3, 4)) _enemy8 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(-4, 4)) _enemy9 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(2, 4)) _enemy10 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(3, 4)) _enemy11 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(4, 4)) _enemy12 = obj.GetComponent<EnemyController>();
else if ((Vector2)obj.transform.position == new Vector2(0, 5)) _enemy13 = obj.GetComponent<EnemyController>();
});
}
}