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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);
- // 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<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(0.6f, 0.6f, 0.6f) : new Color(0.6588235f, 1f, 0.6941177f);
- }
- }
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