寒冰射手攻击逻辑和普通射手类似,主要多了一个减速功能
代码
寒冰射手
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//该植物可以减速除了冰车僵尸以外的僵尸,速度变为原来一半,但是减速效果会被火焰豌豆和火草抵消.
//可以克制高移速僵尸,但是与火焰系植物互斥
public class SnowPea : PlantBase
{
public override float MaxHp
{
get
{
return 580;
}
}
protected override float attackCD => 1.4f;
protected override int attackValue => 20;
// 是否可以攻击
private bool canAttack;
// 创建子弹的偏移量
private Vector3 creatBulletOffsetPos = new Vector2(0.562f, 0.386F);
protected override void OnInitForPlace()
{
canAttack = true;
// 可能要攻击
InvokeRepeating("Attack", 0, 0.2f);
}
/// <summary>
/// 攻击方法-循环检测
/// </summary>
private void Attack()
{
if (canAttack == false) return;
// 从僵尸管理器 获取一个离我最近的僵尸
ZombieBase zombie = ZombieManager.Instance.GetZombieByLineMinDistance((int)currGrid.Point.y, transform.position);
// 没有僵尸 跳出
if (zombie == null) return;
// 僵尸必须在草坪上 否则跳出
if (zombie.CurrGrid.Point.x == 8 && Vector2.Distance(zombie.transform.position, zombie.CurrGrid.Position) > 1.5f) return;
// 如果僵尸不在我的左边,也跳出
if (zombie.transform.position.x < transform.position.x) return;
// 从这里开始,都是可以正常攻击的
// 在枪口实例化一个子弹
SnowBullet bullet = PoolManager.Instance.GetObj(GameManager.Instance.GameConf.SnowBullet).GetComponent<SnowBullet>();
bullet.transform.SetParent(transform);
bullet.Init(attackValue, transform.position + creatBulletOffsetPos);
CDEnter();
canAttack = false;
}
/// <summary>
/// 进入CD
/// </summary>
private void CDEnter()
{
StartCoroutine(CalCD());
}
/// <summary>
/// 计算冷却时间
/// </summary>
IEnumerator CalCD()
{
yield return new WaitForSeconds(attackCD);
canAttack = true;
}
}
僵尸
public void Move()
{
if (spriteRenderer.color == new Color(0.16f, 0.17f, 0.74f)) nowSpeed = speed * 2;
else nowSpeed = speed;
}
public void SlowHurt(int attackValue)
{
isStopSlow = false;
isGetNewSlow = true;
Hp -= attackValue;
if (State != ZombieState.Dead)
{
if(spriteRenderer.color!=new Color(0.16f, 0.17f, 0.74f)) //如果不处于减速状态
StartCoroutine(SlowColor(3f, new Color(0.16f, 0.17f, 0.74f), 0.05f, null));
}
}