114 lines
2.5 KiB
C#
114 lines
2.5 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.UIElements;
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using System.Linq;
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public class mhd_Bullet : Bullet
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{
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private void Start()
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{
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}
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private void Update()
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{
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switch (this.bulletMoveType)
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{
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//<2F><><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>ʽ<EFBFBD><CABD><EFBFBD>ƶ<EFBFBD>
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case BulletMoveType.PeerToPeer:
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if (IsMove)
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{
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this.gameObject.transform.Translate(Vector3.up * Time.deltaTime * bulletData.BulletSpeed);
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timer += Time.deltaTime;
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if (timer > BulletDeadTimer)
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{
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attackObj.bulltes.Remove(this.gameObject);
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Debug.Log("<22><><EFBFBD><EFBFBD><EFBFBD>ѳɹ<D1B3><C9B9>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD>б<EFBFBD><D0B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>" + attackObj.bulltes.Count);
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Destroy(this.gameObject);
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}
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}
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break;
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case BulletMoveType.PointToDirection:
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break;
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case BulletMoveType.Scope:
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break;
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}
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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Role Crole = collision.gameObject.GetComponent<Role>();
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if (Crole)
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{
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if (Crole.camp != role.camp)
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{
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foreach (var buff in role.storageBuff)
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{
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if (!Crole.PlayerBuff.Contains(buff))
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{
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Crole.PlayerBuff.Add(buff);
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}
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}
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Crole.ApplyBuffs();
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// Debug.Log(this.role.gameObject.name + "<22><><EFBFBD>й<EFBFBD><D0B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
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int direction = 0;
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if (collision.transform.position.x > transform.position.x) //<2F>ӵ<EFBFBD><D3B5><EFBFBD><F2B5BDB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߣ<EFBFBD>Ʈ<EFBFBD><C6AE><EFBFBD><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD>ұ<EFBFBD>
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{
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direction = 1;
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}
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Crole.bloodLoss(new object[] { Crole, role.DamageCreate(Crole.GetComponent<Role>()), attackObj.damageTyp, role }, direction);
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Crole.FlashRedEffect();
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}
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}
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}
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private void OnTriggerStay2D(Collider2D collision)
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{
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}
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private void OnTriggerExit2D(Collider2D collision)
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{
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}
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}
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