MoTaForPSVita/Assets/Scripts/Event/Level/EventLevel32Floor1.cs

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2024-04-30 17:39:50 +08:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EventLevel32Floor1 : MonoBehaviour
{
GameObject _obj;
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Player"))
{
// 锁定音频播放
GameManager.Instance.SoundManager.LockEnable = true;
// 禁用人物控制器
GameManager.Instance.PlayerManager.Enable = false;
// 骑士首领出现
StartCoroutine(TriggerTrap());
}
}
IEnumerator TriggerTrap()
{
// 生成骑士队长
_obj = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Enemy, 25);
_obj.transform.position = new Vector2(5, 5);
// 骑士队长移动
yield return StartCoroutine(Move(_obj.transform, new List<Vector2> { new Vector2(0, 5) }));
// 对话
GameManager.Instance.UIManager.ShowDialog(_obj.GetComponent<ResourceController>().Name, new List<string> { "不错嘛,竟然打败了两个头目。", "但是现在游戏结束了,我将亲手杀死你!" }, () =>
{
StartCoroutine(AttackPlayer());
});
yield break;
}
IEnumerator AttackPlayer()
{
// 锁定人物移动
GameManager.Instance.PlayerManager.LockEnable = true;
_obj.GetComponent<EnemyController>().OnDeath += () =>
{
// 骑士队长说话
GameManager.Instance.UIManager.ShowDialog(_obj.GetComponent<ResourceController>().Name, new List<string> { "你以为你非常强大吗?", "我只是今天状态不佳而已。", "有本事到 40 层我们再战。" }, (() =>
{
StartCoroutine(RunAway());
}));
};
// 骑士队长移动
yield return StartCoroutine(Move(_obj.transform, new List<Vector2> { transform.position }, 40));
}
IEnumerator RunAway()
{
_obj = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Enemy, 25);
_obj.transform.position = (Vector2)transform.position + Vector2.up;
yield return StartCoroutine(Move(_obj.transform, new List<Vector2> { new Vector2(0, 5), new Vector2(5, 5) }, 40));
// 回收物体
GameManager.Instance.PoolManager.RecycleResource(_obj);
// 解锁音频播放
GameManager.Instance.SoundManager.LockEnable = false;
// 解除锁定人物移动
GameManager.Instance.PlayerManager.LockEnable = false;
// 启用人物控制器
GameManager.Instance.PlayerManager.Enable = true;
// 回收物体
GameManager.Instance.PoolManager.RecycleResource(gameObject);
}
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;
}
}