MoTaForPSVita/Assets/Scripts/Event/Level/EventLevel10Floor2.cs
2024-04-30 17:39:50 +08:00

87 lines
3.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
public class EventLevel10Floor2 : MonoBehaviour
{
private GameObject _npc;
private void OnTriggerEnter2D(Collider2D collision)
{
// 状态一触发对话
if (GameManager.Instance.PlotManager.PlotDictionary[4] == 5)
{
if (collision.CompareTag("Player"))
{
// 禁用人物控制器
GameManager.Instance.PlayerManager.Enable = false;
// 小偷出现
StartCoroutine(ShowNPC());
}
}
}
IEnumerator ShowNPC()
{
// 创建小偷
_npc = GameManager.Instance.PoolManager.GetResourceInFreePool(EResourceType.Actor, 12);
_npc.transform.position = new Vector2(-5, -5);
_npc.GetComponent<Animator>().SetTrigger("show");
yield return new WaitForSeconds(1 / 3);
// 小偷移动
Vector2[] points = new Vector2[]
{
new Vector2(-5,-5),
new Vector2(-5,-2),
new Vector2(-3,-2),
new Vector2(-3,-5),
new Vector2(-1,-5),
new Vector2(-1,-4),
new Vector2(0,-4),
};
yield return StartCoroutine(Move(_npc.transform, points.ToList()));
// 小偷长说话
GameManager.Instance.UIManager.ShowDialog(_npc.GetComponent<ResourceController>().Name, new List<string> { "嘿!我们又见面了!", "你竟然击败了此区域的头目,真了不起!", "我正在发愁怎么去更高的楼层,现在终于可以上去了。", "听说银盾在 11 楼,银剑在 17 楼,祝你好运~" }, () =>
{
// 小偷消失
StartCoroutine(HideNPC());
});
yield break;
}
IEnumerator Move(Transform transform, List<Vector2> targetPoints)
{
float timer = 0;
float speed = 10f;
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;
}
IEnumerator HideNPC()
{
yield return StartCoroutine(Move(_npc.transform, new List<Vector2> { new Vector2(0, -5) }));
_npc.GetComponent<Animator>().SetTrigger("hide");
// 启用人物控制器
GameManager.Instance.PlayerManager.Enable = true;
// 音频播放
GameManager.Instance.SoundManager.PlaySound(ESoundType.Music, "LevelWin");
// 资源回收
GameManager.Instance.PoolManager.RecycleResource(gameObject);
yield break;
}
}