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unity/Assets/Script/CombaSyatem/CombaSystem.cs
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69
unity/Assets/Script/CombaSyatem/CombaSystem.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CombaSystem : MonoBehaviour
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{
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public Animator _animator;
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public AudioSource _audio;
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public AudioClip _summerClip;
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[Header("近战攻击")]
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[SerializeField] protected Vector2 attackSize = new Vector2();
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[SerializeField] protected Vector2 AttackAreaPos;
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[Header("判定偏移")]
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[SerializeField] protected float offsetX = 1f;
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[SerializeField] protected float offsetY = 1f;
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[SerializeField,Header("检测层级")] protected List<LayerMask> layerMasks;
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public float maxHp = 1800;
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public float currentHp;
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[Header("攻击")]
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public float attack = 50;
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public Action<float> OnHit;
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protected bool isDie = false;
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protected virtual void Awake()
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{
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currentHp = maxHp;
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}
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public virtual void MelleeAttackAnimEvent()
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{
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Debug.Log("ATTACK");
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AttackAreaPos = transform.position;
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AttackAreaPos.x += offsetX;
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AttackAreaPos.y += offsetY;
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offsetX = this.transform.parent.localScale.x < 0 ? Mathf.Abs(offsetX) : -Mathf.Abs(offsetX);
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}
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protected void OnDrawGizmos()
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{
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Gizmos.color = Color.red;
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Gizmos.DrawWireCube(AttackAreaPos, attackSize);
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}
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public bool GetIsDie()
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{
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return isDie;
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}
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#region 受伤
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//收到攻击
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public virtual void TakeDamage(string hitName, float attack)
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{
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}
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public virtual void TakeDamage(float attack)
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{
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}
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public virtual void TakeDamage()
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{
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}
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#endregion
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}
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