using Cinemachine; using DG.Tweening; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; public class Player : EntityBase { internal override bool isPressingCrouch() => InputM.GetKeyEvent(InputM.KeyType.Crouch); internal override bool isPressDownJump() => InputM.GetKeyEvent(InputM.KeyType.Jump); internal override bool isPressingLeft() => InputM.GetKeyEvent(InputM.KeyType.Left); internal override bool isPressingRight() => InputM.GetKeyEvent(InputM.KeyType.Right); // 生命 public RectTransform[] hearts; private int _hp = 3; private int hp { get { return _hp; } set { if (_hp == value) return; _hp = value; if (_hp == 0) _hp = 3; RefreshHearts(); } } public float knockbackForceH = 30f, knockbackForceV = 15f; internal override void OnHitBorder() { Hurt(); transform.position = new Vector3(-6, 10, 0); } internal override void OnHitEnemy(Collision2D collision) { if (Hurt()) { int face = collision.transform.position.x < transform.position.x ? 1 : -1; rb.velocity = new Vector2(face * knockbackForceH, knockbackForceV); } } public float resistanceOnHurt = 1f; private float resistanceTime = 0f; public bool Hurt() { if (resistanceTime <= 0.001f) { resistanceTime = resistanceOnHurt; hp--; AudioM.Play("hurt"); rb.velocity = Vector2.zero; DOTween.Kill("ScreenShake"); Camera.current.DOShakePosition(0.3f, 0.3f, 20).SetId("ScreenShake"); return true; } else { return false; } } // 治疗 public float healTime = 4f; private float currentHealTime = 0f; private void RefreshHearts() { float totalHp = Mathf.Clamp(hp + Mathf.Pow(currentHealTime / healTime, 7f) * 0.7f + currentHealTime / healTime * 0.3f, 0, 3); for (int i = 0; i < 3; i++) { hearts[i].localScale = Vector3.one * Mathf.Clamp(totalHp - i, 0, 1); } } // 射击 public int maxBullet = 20, currentBullet = 20; public float shootDelay = 0.15f; private float currentShootDelay = 0f; public float reloadDelay = 1.5f; private float currentReloadDelay = 0f; public float bulletSpeed = 50f, bulletKnockback = 1f; public GameObject bullet; public TMPro.TextMeshProUGUI textBullet; internal override void OnUpdate() { // 无敌 if (resistanceTime > 0f) resistanceTime -= Time.deltaTime; // 治疗 if (isPressingCrouch() && hp < 3 && isLand) { currentHealTime += Time.deltaTime; if (currentHealTime > healTime) { currentHealTime -= healTime; hp++; } RefreshHearts(); } else if (currentHealTime != 0f) { currentHealTime = 0f; RefreshHearts(); } // 装填 if (InputM.GetKeyEvent(InputM.KeyType.Reload) && currentBullet < maxBullet && currentReloadDelay <= 0f) { AudioM.Play("reload"); currentReloadDelay = reloadDelay; } else if (currentReloadDelay > 0 && currentReloadDelay < Time.deltaTime) { currentReloadDelay = 0f; currentBullet = maxBullet; } else if (currentReloadDelay > 0) { currentReloadDelay -= Time.deltaTime; } // 开火 if (InputM.GetKeyEvent(InputM.KeyType.Fire) && currentBullet > 0 && currentShootDelay <= 0f && currentReloadDelay <= 0f) { AudioM.Play("fire"); currentBullet--; currentShootDelay = shootDelay; Vector2 fromPos = transform.position + Vector3.up * 0.55f; Vector2 toPos = Camera.allCameras[0].ScreenToWorldPoint(Input.mousePosition); Vector2 shootVector = (toPos - fromPos).normalized; GameObject newBullet = Instantiate(bullet, fromPos, Quaternion.identity); newBullet.GetComponent().velocity = bulletSpeed * shootVector; newBullet.transform.eulerAngles = (shootVector.x > 0 ? -1 : 1) * Vector2.Angle(shootVector, Vector2.up) * Vector3.forward; // 后座力 rb.velocity += bulletKnockback * -shootVector; } else if (currentShootDelay > 0) { currentShootDelay -= Time.deltaTime; } // 更新 UI textBullet.text = currentReloadDelay > 0f ? "".PadLeft(maxBullet - Mathf.RoundToInt(currentReloadDelay / reloadDelay * maxBullet), "|".ToCharArray().First()) : "".PadLeft(currentBullet, "|".ToCharArray().First()); textBullet.color = currentReloadDelay > 0f ? new Color(0.6f, 0.6f, 0.6f) : new Color(0.6588235f, 1f, 0.6941177f); } }