using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player: MonoBehaviour {
public Animator ani;
public Transform pos;
public LineRenderer lineRenderer;
public UIButton shootBtn;//射击按钮
public UIButton skillBtn_1, skillBtn_2, skillBtn_3;//1技能按钮
public Camera ca;
public int enemyCount = 0;//当前击杀的怪物数量
public float survivalTime = 0;//存活时间
public double hp = 20;//人物血量
public double maxHp = 20;//人物最大血量
public GameManager gameManager;
public bool isDie = false;
public static Player instance;
//public UISprite skillMaskSprite_1;//1技能遮罩图片
//public UILabel skillTimeText_1;//1技能冷却时间文本
//public float collingTime = 5;//冷却时间
private void Awake()
{
instance = this;
}
// Use this for initialization
void Start () {
maxHp = hp = SaveDate.instance.currentAcc.hp;
ani = GetComponent();
pos = transform.Find("GunBarrelEnd");
// lineRenderer = GameObject.Find("LineRenderer").GetComponent();
//lineRenderer.gameObject.SetActive(false);
//shootBtn = GameObject.Find("UI Root").transform.Find("ShootButton").GetComponent();
// shootBtn.onClick.Add(new EventDelegate(ShootBtnEvent));
//skillBtn_1 = GameObject.Find("UI Root").transform.Find("skill_1").GetComponent();
// skillBtn_2 = GameObject.Find("UI Root").transform.Find("skill_2").GetComponent();
// skillBtn_3 = GameObject.Find("UI Root").transform.Find("skill_3").GetComponent();
// skillBtn_1.onClick.Add(new EventDelegate(Skill_1));
// skillBtn_2.onClick.Add(new EventDelegate(Skill_1));
//skillBtn_3.onClick.Add(new EventDelegate(Skill_5));
gameManager = GameObject.Find("Main Camera").GetComponent();
ca = GameObject.Find("Main Camera").GetComponent();
}
// Update is called once per frame
void Update () {
if (!isDie)
{
if (Rocker.ins.isPress)
{
PlayerMouseMove();
}
else
{
PlayerKeyMove();
}
//Skill_2();
//Skill_4();
//PlayerShoot();
//gameManager.taskManager.taskCtrl.Timer();
}
}
//键盘移动人物事件
void PlayerKeyMove() {
float h = Input.GetAxis("Horizontal");//获取水平轴
float v = Input.GetAxis("Vertical");//获取垂直轴
transform.Translate(new Vector3(h, 0, v) * Time.deltaTime * 3);
//print(h + "--v--" + v);
//当h或v不等于0处于运动状态
if (h != 0 || v != 0)
{
// ani.SetBool("IsMove", true);
}
else
{
//ani.SetBool("IsMove", false);
}
if (Input.GetKey(KeyCode.Q))
{
transform.Rotate(Vector3.up, -3.0f);
}
if (Input.GetKey(KeyCode.E))
{
transform.Rotate(Vector3.up, 3.0f);
}
//transform.Rotate(Vector3.left, Input.GetAxis("Horizontal"));
//transform.Rotate(Vector3.right, Input.GetAxis("Vertical"));
}
//鼠标摇杆移动人物事件
public void PlayerMouseMove() {
if (Rocker.ins.dir != Vector3.zero)
{
ani.SetBool("IsMove", true);
//四元数 控制物体旋转,可以避免万向锁
Quaternion que = Quaternion.LookRotation(Rocker.ins.dir);
//人物旋转
transform.rotation = Quaternion.Lerp(transform.rotation, que,0.3f);
//人物移动
transform.Translate(Rocker.ins.dir * Time.deltaTime * 15, Space.World);
//相机旋转
//ca.transform.rotation = transform.rotation;
//ca.transform.LookAt(transform.position);
}
else {
// ani.SetBool("IsMove", false);
}
}
//射击的方法
void PlayerShoot() {
if (Input.GetMouseButton(0))
{
//lineRenderer.gameObject.SetActive(true);
//StartCoroutine(Des());
//实例化射线
Ray ray = new Ray(pos.position, pos.forward);
// lineRenderer.SetPosition(0, pos.position);//设置射线渲染器第一个点坐标
RaycastHit hit;//接受射线碰撞的物体信息
//表示如果碰撞到物体
if (Physics.Raycast(ray, out hit))
{
//hit.point射线撞击点
// lineRenderer.SetPosition(1, hit.point);
}
else
{
// lineRenderer.SetPosition(1, pos.position + pos.forward * 10);
}
}
if (Input.GetMouseButtonUp(0)) {
//lineRenderer.gameObject.SetActive(false);
}
}
IEnumerator Des() {
yield return new WaitForSeconds(0.2f);
//lineRenderer.gameObject.SetActive(false);
}
public void ShootBtnEvent() {
//激光射线特效
//lineRenderer.gameObject.SetActive(true);
StartCoroutine(Des());
Ray ray = new Ray(pos.position, pos.forward);
// lineRenderer.SetPosition(0, pos.position);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
// lineRenderer.SetPosition(1, hit.point);
if (hit.collider.tag == "enemy")
{
//hit.collider.GetComponent().hit = 1;
//hit.collider.GetComponent().Behit();
//hit.collider.GetComponent().hit = 0;
}
}
else {
// lineRenderer.SetPosition(1, pos.position + pos.forward * 50);
}
}
public GameObject effectObj;
public GameObject effect1Obj;
public void Skill_1()
{
//自恢复特效
//实例化出来一个特效
//GameObject effect = Instantiate(effectObj);
//给定特效位置
//effect.transform.position = transform.position;
//Destroy(effect,1);
}
//定义一个层级
public LayerMask lm, lm2;
public void Skill_2() {
//闪现技能
//射线检测位置
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray,out hit,50,lm))
{
if (Input.GetMouseButtonDown(0))
{
//实例化出来一个特效
//GameObject effect = Instantiate(effectObj);
//给定特效位置
// effect.transform.position = hit.point;
//transform.position = hit.point;
// Destroy(effect, 1);
}
}
}
IEnumerator Wait(Vector3 pos)
{
yield return new WaitForSeconds(3);
transform.position = pos;
}
public void Skill_4() {
//传送技能的实现
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 100, lm)) {
if (Input.GetMouseButtonDown(1))
{
//生成特效
//特效位置,1生成到人物自身位置,2生成到传送点特效
//等待5s把鼠标点击位置赋值给人物
//实例化出来一个特效
//GameObject effect = Instantiate(effect1Obj);
//给定特效位置
// effect.transform.position = transform.position;
//实例化出来一个特效
//GameObject effect1 = Instantiate(effect1Obj);
//给定特效位置
// effect1.transform.position = hit.point;
// StartCoroutine(Wait(hit.point));
// Destroy(effect,3);
//Destroy(effect1,3);
}
}
}
//技能范围显示及移动
public GameObject big;
public GameObject small;
public void Skill_5() {
big.SetActive(true);
small.SetActive(true);
StartCoroutine(SmallMove());
}
//技能显示层级
public LayerMask lm3;
//技能范围小圆移动事件
IEnumerator SmallMove() {
while (true)
{
//射线检测
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray,out hit,20,lm3))
{
//获取人物和鼠标点之间的差值
Vector3 offset = hit.point-transform.position;
if (offset.magnitude>2)
{
offset = offset.normalized * 2;
}
small.transform.position = transform.position+ offset;
if (Input.GetMouseButtonDown(0))
{
//开启技能冷却协程
//skillBtn_3.GetComponent().Skill();
//隐藏图片
//big.SetActive(false);
// small.SetActive(false);
//实例化特效
// GameObject effect = Instantiate(effect1Obj);
//effect.transform.position = small.transform.position;
KillSuper();
// Destroy(effect,3);
break;
}
}
yield return null;
}
}
//技能释放---范围攻击
public LayerMask lm5;
void KillSuper()
{
//范围检测
Collider[] co = Physics.OverlapSphere(small.transform.position, 2, lm5);
for (int i = 0; i < co.Length; i++)
{
if (co[i].tag == "enemy")
{
// co[i].GetComponent().hit = Random.Range(1,4);
// co[i].GetComponent().Behit();
}
}
}
//人物死亡
public void PlayerDieEvent() {
isDie = true;
//播放死亡画面
//ani.SetTrigger("die");
//弹出结束画面
}
}