MoTaForPSVita/Assets/Scripts/Event/Level/EventLevel42Floor1.cs
2024-04-30 17:39:50 +08:00

157 lines
7.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
public class EventLevel42Floor1 : MonoBehaviour
{
private EnemyController _enemy1; // 骑士队长
private EnemyController _enemy2; // 魔王
private EnemyController _enemy3; // 魔法警卫
private EnemyController _enemy4;
private EnemyController _enemy5;
private EnemyController _enemy6;
private void OnEnable()
{
GameManager.Instance.EventManager.OnResourceLoaded += GetGameObjectEvent;
}
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;
// 锁定人物控制器
GameManager.Instance.PlayerManager.LockEnable = true;
// 开始对话
ShowTalk();
}
}
private void OnDisable()
{
GameManager.Instance.EventManager.OnResourceLoaded -= GetGameObjectEvent;
}
/// <summary>
/// 说话
/// </summary>
private void ShowTalk()
{
// 骑士队长说话
GameManager.Instance.UIManager.ShowDialog(_enemy1.Name, new List<string> { "啊?又是你!!!(逃跑)" }, (() =>
{
StartCoroutine(GoOut());
}));
}
IEnumerator GoOut()
{
// 移动
yield return StartCoroutine(Move(_enemy1.transform, new List<Vector2> { (Vector2)_enemy1.transform.position + Vector2.up * 2 }, 20));
// 魔王出现
_enemy2 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Enemy, 33).GetComponent<EnemyController>();
_enemy2.transform.position = Vector2.zero;
GameManager.Instance.UIManager.ShowDialog(_enemy2.Name, new List<string> { "你敢临阵脱逃?" }, (() =>
{
GameManager.Instance.UIManager.ShowDialog(_enemy1.Name, new List<string> { "我的王,我打不过这个二五仔,饶了我吧!" }, (() =>
{
GameManager.Instance.UIManager.ShowDialog(_enemy2.Name, new List<string> { "你再说一次?", "魔塔不需要你这样的败类!", "来人呐,给我处决他。" }, (() =>
{
// 创建魔法警卫
_enemy3 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Enemy, 31).GetComponent<EnemyController>();
_enemy3.transform.position = (Vector2)_enemy1.transform.position + Vector2.up;
_enemy4 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Enemy, 31).GetComponent<EnemyController>();
_enemy4.transform.position = (Vector2)_enemy1.transform.position + Vector2.down;
_enemy5 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Enemy, 31).GetComponent<EnemyController>();
_enemy5.transform.position = (Vector2)_enemy1.transform.position + Vector2.left;
_enemy6 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Enemy, 31).GetComponent<EnemyController>();
_enemy6.transform.position = (Vector2)_enemy1.transform.position + Vector2.right;
GameManager.Instance.UIManager.ShowDialog(_enemy1.Name, new List<string> { "我的王,再给我一次机会……" }, (() =>
{
// 显示特效
GameObject obj1 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Environment, 31);
obj1.transform.position = _enemy1.transform.position;
obj1.GetComponent<MagicController>().ShowMagic(EDirectionType.UP);
GameObject obj2 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Environment, 31);
obj2.transform.position = _enemy1.transform.position;
obj2.GetComponent<MagicController>().ShowMagic(EDirectionType.DOWN);
GameObject obj3 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Environment, 31);
obj3.transform.position = _enemy1.transform.position;
obj3.GetComponent<MagicController>().ShowMagic(EDirectionType.LEFT);
GameObject obj4 = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Environment, 31);
obj4.transform.position = _enemy1.transform.position;
obj4.GetComponent<MagicController>().ShowMagic(EDirectionType.RIGHT);
// 骑士队长死亡
StartCoroutine(KnightCaptainDeath());
}));
}));
}));
}));
yield break;
}
IEnumerator KnightCaptainDeath()
{
yield return new WaitForSeconds(1);
// 回收剧情资源
GameManager.Instance.PoolManager.RecycleResource(_enemy1.gameObject);
// 魔王说话
GameManager.Instance.UIManager.ShowDialog(_enemy2.Name, new List<string> { "刚刚只是教训手下,放心,和你决斗我是不会以多欺少的。", "再见!" }, (() =>
{
// 回收剧情资源
GameManager.Instance.PoolManager.RecycleResource(_enemy2.gameObject);
GameManager.Instance.PoolManager.RecycleResource(_enemy3.gameObject);
GameManager.Instance.PoolManager.RecycleResource(_enemy4.gameObject);
GameManager.Instance.PoolManager.RecycleResource(_enemy5.gameObject);
GameManager.Instance.PoolManager.RecycleResource(_enemy6.gameObject);
// 回收剧情资源
GameManager.Instance.PoolManager.RecycleResource(gameObject);
// 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;
}));
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;
// 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, -4)) _enemy1 = obj.GetComponent<EnemyController>();
});
}
}