Files
5.24BuYu/Assets/MyGame/Scripts/Items/Bullits/BullitMove.cs
T
2026-06-20 15:00:15 +08:00

208 lines
6.5 KiB
C#

using Assets.MyGame.Scripts.Net;
using Assets.MyGame.Scripts.Net.API;
using Assets.MyGame.Scripts.Net.WebResponses;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
public class BullitMove : MonoBehaviour
{
public string userid;
public float moveSpeed = 5;
public float desTime = 10f;
public string playerID;
public GameObject effectPrefab;
public GameObject diePrefab;
float currShowTime = 0f;
Vector3 vector3_startPosition;
public bool isTriggerFirst = true;
MonsterContral target;
public Transform targetTra;
public string bulletID;
// 转向参数
public float maxTurnSpeed = 15f; // 最大转向速度(度/秒)
public float minTurnSpeed = 2f; // 最小转向速度
public float distanceForMaxTurn = 1f; // 在此距离内达到最大转向速度
public float hitDistance = 0.5f; // 命中判定距离
void Awake()
{
Init();
}
bool isLock = false;
public void Lock(MonsterContral monsterContral, Transform endTra)
{
foreach (var item in GetComponents<Collider2D>())
{
item.enabled = false;
}
isLock = true;
target = monsterContral;
targetTra = endTra;
}
public void NotLock()
{
foreach (var item in GetComponents<Collider2D>())
{
item.enabled = true;
}
isLock = false;
target = null;
targetTra = null;
}
public void Init()
{
vector3_startPosition = transform.position;
vector3_startPosition.z = -400;
transform.position = vector3_startPosition;
}
void Update()
{
// 子弹生命周期:超时自动销毁(默认10秒)
currShowTime += Time.deltaTime;
if (currShowTime >= desTime)
{
Destroy(gameObject);
return;
}
if (isLock)
{
// 目标无效 → 解除锁定
if (target == null || targetTra == null || !target.gameObject.activeInHierarchy || !targetTra.gameObject.activeInHierarchy)
{
NotLock();
return;
}
Vector3 myPos = transform.position;
myPos.z = 0;
Vector3 targetPos = targetTra.position;
targetPos.z = 0;
float distance = Vector3.Distance(myPos, targetPos);
// 命中判定
if (distance <= hitDistance)
{
AttackFish(target);
return;
}
// 计算指向目标的方向
Vector3 targetDir = (targetPos - myPos).normalized;
// 根据距离动态计算转向速度:距离越近转向越快
float t = Mathf.Clamp01(1f - (distance / distanceForMaxTurn));
float turnSpeed = Mathf.Lerp(minTurnSpeed, maxTurnSpeed, t);
// 使用 RotateTowards 平滑转向(角度/秒)
float currentAngle = Vector2.SignedAngle(transform.up, targetDir);
float newAngle = Mathf.MoveTowardsAngle(currentAngle, 0f, turnSpeed * Time.deltaTime);
transform.up = Quaternion.Euler(0, 0, newAngle) * transform.up;
// 沿当前方向移动
transform.position += transform.up * moveSpeed * Time.deltaTime;
}
else
{
// 非锁定模式:保持原有直线 + 反弹逻辑(不变)
Vector3 targetPoint = transform.up.normalized * currShowTime * moveSpeed;
targetPoint.z = 0;
transform.position = vector3_startPosition + targetPoint;
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (isTriggerFirst)
{
if (collision.transform.tag == "Fish")
{
isTriggerFirst = false;
if (effectPrefab != null)
{
Instantiate(effectPrefab, transform.position, Quaternion.identity, transform.parent);
}
if (userid == GameManager.Instance.user.id)
{
var monster = collision.transform.GetComponentInParent<MonsterContral>();
monster.monsterData.charactersHealth.OnHurt(10, CharacterHurtType.none);
Destroy(monster.gameObject);
}
Destroy(gameObject);
}
}
}
public static Quaternion RotationFromVector2(Vector2 dir)
{
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
return Quaternion.Euler(0, 0, angle);
}
Vector2 GetReflectionAngle(Vector2 velocity, Vector2 normal)
{
return Vector2.Reflect(velocity.normalized, normal.normalized);
}
public void OnTriggerEnter2D(Collider2D collision)
{
if (isTriggerFirst)
{
if (collision.tag == "Fish")
{
isTriggerFirst = false;
var monster = collision.transform.GetComponentInParent<MonsterContral>();
AttackFish(monster);
}
else if (collision.tag == "Wall")
{
Vector3 v3 = transform.eulerAngles;
switch (collision.name)
{
case "up":
v3.z = -v3.z + 180;
break;
case "down":
v3.z = -v3.z + 180;
break;
case "left":
v3.z = -v3.z;
break;
case "right":
v3.z = -v3.z;
break;
default:
break;
}
vector3_startPosition = transform.position;
currShowTime = 0;
transform.eulerAngles = v3;
}
}
}
private void AttackFish(MonsterContral monster)
{
if (effectPrefab != null)
{
Instantiate(effectPrefab, transform.position, Quaternion.identity, transform.parent);
}
if (userid == GameManager.Instance.user.id)
{
var v2 = GameManager.Instance.gameData.currRoomData;
WebSocketSendList.KillFish(v2.roomId, userid, monster.monsterData.fishTypeConfig.fishNumber, monster.guid, (int)CreateFishManager.Instance.currGameType.currSitData.consumeGoldNum, bulletID, "63215f0afa3f5b25");
}
monster.OnHurt();
Destroy(gameObject);
}
}