项目实训-盒子僵尸

本次完成盒子僵尸的制作,其特点是该僵尸生命值低于某值的瞬间,有一定几率爆炸,将周围植物和自己炸死.

代码

盒子僵尸

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;

public class BoxZombie : ZombieBase
{

    //该僵尸生命值低于某值的瞬间,有一定几率爆炸,将周围植物和自己炸死.
    protected override int MaxHP => 570;

    protected override float speed => 4;

    protected override float attackValue => 100;

    protected override GameObject Prefab => GameManager.Instance.GameConf.BoxZombie;

    protected override bool isSpecial => false;

    private bool isBoom = false;
    public override Vector2 offset => new Vector2(-0.58f, -0.38f);

    public override void SpecialMove()
    {
            return;
    }

    public override void InitZombieHpState()
    {
        zombieHpState = new ZombieHpState(
           0,
           new List<int>() { MaxHP,300, 90 },
           new List<string>() { "BoxZombie_Walk", "BoxZombie_Walk", "BoxZombie_LostHeadWalk" },
           new List<string>() { "BoxZombie-Attack", "BoxZombie-Attack", "BoxZombie_LostHeadAttack" },
           new List<UnityAction>() { null,CheckBoom, CheckLostHead }
           );
    }

    public override void OnDead()
    {
        if (!isSpecialDie)  //如果不是特殊死法

        {// 创建一个死亡身体
            BoxZombie_Diebody body = PoolManager.Instance.GetObj(GameManager.Instance.GameConf.BoxZombie_Diebody).GetComponent<BoxZombie_Diebody>();
            body.Init(animator.transform.position);
        }
    }


    private void CheckBoom()
    {
        if (Random.Range(0, 11) > 4) return;  //有一半的概率会爆炸

            if (!isBoom)
        {
            // 已经爆炸
            isBoom = true;
            // 播放爆炸动画
            animator.Play("GoOut");
            StartCoroutine(CheckBoomed());
        }
    }


    IEnumerator CheckBoomed()
    {
        while (true)
        {
            yield return new WaitForSeconds(0.05f);
            if (animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1)
            {
                //给周围植物附加爆炸伤害
                DoBoomHurt();
                AudioManager.Instance.PlayEFAudio(GameManager.Instance.GameConf.Boom);  //爆炸音效
                BoxZombieBoom boom = PoolManager.Instance.GetObj(GameManager.Instance.GameConf.BoxZombieBoom).GetComponent<BoxZombieBoom>();
                boom.Init(transform.position);
                //给自己也附加爆炸伤害
                BoomHurt(1800, "BoxZombie(Clone)");
            }
        }
    }

    private void DoBoomHurt()
    {
        // 找到可以被我攻击的敌人,并且附加伤害
        Vector2 pos = new Vector2(transform.position.x, transform.position.y);
        List<Grid> grids = GridManager.Instance.GetGrids(pos, 3.25f);
        if (grids == null) return;
        for (int i = 0; i < grids.Count; i++)
        {
            if (!grids[i].HavePlant)
            {
                continue;
            }
            else
            {
                grids[i].CurrPlantBase.Hurt(1800);
            }
        }
    }

    /// <summary>
    /// 检查掉头
    /// </summary>
    private void CheckLostHead()
    {
        if (!isLostHead)
        {
            // 头需要失去
            isLostHead = true;
            // 创建一个头
            Zombie_Head head = PoolManager.Instance.GetObj(GameManager.Instance.GameConf.Zombie_Head).GetComponent<Zombie_Head>();
            head.Init(animator.transform.position);
            // 状态检测
            CheckState();
        }
    }
}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BoxZombie_Diebody : BaseEFObj
{
    public override string AnimationName => "BoxZombie_DieBody";
    public override GameObject PrefabForObjPool => GameManager.Instance.GameConf.BoxZombie_Diebody;
}

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