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- 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);
- internal override void OnHitBorder() {
- Hurt();
- transform.position = new Vector3(0, 8, 0);
- }
- public float knockbackForceH = 30f, knockbackForceV = 15f;
- internal override void OnHitEnemy(Collision2D collision) {
- Hurt();
- int face = collision.transform.position.x < transform.position.x ? 1 : -1;
- rb.velocity = new Vector2(face * knockbackForceH, knockbackForceV);
- }
- public void Hurt() {
- AudioM.Play("hurt");
- rb.velocity = Vector2.zero;
- DOTween.Kill("ScreenShake");
- Camera.current.DOShakePosition(0.3f, 0.3f, 20).SetId("ScreenShake");
- }
- // 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() {
- // 装填
- if (InputM.GetKeyEvent(InputM.KeyType.Reload) && currentBullet < maxBullet && currentReloadDelay <= 0f) {
- // TODO: 装填音效(总时长为 reloadDelay,看 Unity 里的 Player 右边栏,这里的数字可能是过期的)
- 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) {
- // TODO: 开火音效
- 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<Rigidbody2D>().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(0.5f, 0.5f, 0.5f) : new Color(1, 1, 0.6f);
- }
- }
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