Frame/Assets/Scripts/Boss/BossInfo.cs

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using System;
using System.Collections.Generic;
using System.Threading;
using Cysharp.Threading.Tasks;
using DG.Tweening;
using Game.Pathfinding;
using Game.Spine;
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using Sirenix.OdinInspector;
using UnityEngine;
namespace Game.Boss
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{
[RequireComponent(typeof(SpineAnimator))]
public class BossInfo : MonoBehaviour
{
[SerializeField] [ReadOnly] private IBoss _boss;
[SerializeField] private float speed = 1f;
private static readonly int _kill = Animator.StringToHash("Kill");
[SerializeField] private Vector2 _birthPoint;
private SpineAnimator _animator;
public Vector2 birthPoint => this._birthPoint;
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private void Awake()
{
this._animator = this.GetComponent<SpineAnimator>();
}
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public void SetBoss(IBoss boss)
{
this._boss = boss;
this.gameObject.name = this._boss.name;
transform.position = _birthPoint;
}
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// public async UniTask<bool> MoveAsync(List<WayPoint> wayPoint, Vector2 endPos, CancellationToken token)
// {
// // enter this room
// foreach (var point in wayPoint)
// {
// await this.MoveAsync(point.position, token);
// }
//
// // enter room a point
// await this.MoveAsync(endPos, token);
//
// return true;
// }
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public async UniTask<bool> MoveAsync(List<WayPoint> wayPoint, CancellationToken token)
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{
this._animator.PlayAni("walk", true);
// enter this room
foreach (var point in wayPoint)
{
await this.MoveAsync(point.position, token);
}
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this._animator.PlayAni("idle", true);
// enter room a point
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// await this.MoveAsync(endPos, token);
return true;
}
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async UniTask MoveAsync(Vector2 endPos, CancellationToken token)
{
var position = this.transform.position;
var distance = Vector3.Distance(position, endPos);
var time = distance / this.speed;
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CheckIsNeedTurn(position, endPos);
this.transform.DOMove(endPos, time).SetEase(Ease.Linear);
float delayTimeSpan = time * 1000;
await UniTask.Delay((int)delayTimeSpan); // (int)delayTimeSpan
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// Debug.Log($"time is {time}, await time is {delayTimeSpan}");
}
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#region Add Test
private float startTime; // 开始移动的时间
private float journeyLength; // 移动的总距离
async UniTask MoveToAsync(Vector2 end, CancellationToken token)
{
journeyLength = Vector3.Distance(transform.position, end);
startTime = Time.time;
while (true)
{
// 计算从开始移动到现在所经过的时间
float journeyTime = Time.time - startTime;
// 计算当前位置所在的百分比
float fracJourney = journeyTime / journeyLength;
// 使用线性插值计算当前位置
transform.position = Vector2.Lerp(transform.position, end, fracJourney * this.speed);
// 如果当前位置接近于目标位置,停止移动
if (fracJourney >= 0.1f)
{
// 将物体位置设置为目标位置,确保准确到达目标点
transform.position = end;
break;
}
await UniTask.Yield();
}
}
#endregion
public async UniTask Kill(CancellationToken token)
{
this._animator.PlayAni("atk");
await UniTask.Delay(500);
this._animator.PlayAni("idle", true);
}
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public void Dispose()
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{
this._animator = null;
this._boss = null;
GameObject.DestroyImmediate(this.gameObject);
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}
void CheckIsNeedTurn(Vector2 str, Vector2 end)
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{
if (str.x > end.x)
{
transform.localEulerAngles = new Vector3(0, 180, 0);
}
else if (str.x < end.x)
{
transform.localEulerAngles = new Vector3(0, 0, 0);
}
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}
}
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}