131 lines
4.4 KiB
C#
131 lines
4.4 KiB
C#
using Cysharp.Threading.Tasks;
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using Gameplay.Common;
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using Gameplay.Effect;
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using Gameplay.Performance;
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using Gameplay.Pool;
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using Gameplay.Unit;
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using LTGame;
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using UnityEngine;
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namespace Gameplay.Vehicle
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{
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public class BatteryStateShoot : BaseBaterryState
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{
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private float _shootTime;
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public BatteryStateShoot(BaseBattery owner) : base(owner, EBatteryState.Shoot)
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{
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}
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protected override void _OnEnter(NBaseState exitState,
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object param)
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{
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base._OnEnter(exitState, param);
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owner.remainShootTime = owner.owner.fightData.shootCd;
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_shootTime = owner.owner.fightData.fireTimeProgress * owner.owner.fightData.shootCd;
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if (owner.rawAnim != null)
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{
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owner.rawAnim.Play("attack", 0, 0);
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}
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}
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protected override void _OnRunning()
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{
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base._OnRunning();
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if (owner.owner.statusData.isPretend)
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{
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// 该状态下不可攻击
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isFinished = true;
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nextState = EBatteryState.Idle;
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return;
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}
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owner.RotateTower(owner.lockEnemy, deltaTime);
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if (passTime >= _shootTime)
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{
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// 开枪
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_DoFire(owner.lockEnemy);
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isFinished = true;
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nextState = owner.remainBulletCount <= 0 ? EBatteryState.Reload : EBatteryState.Idle;
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}
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}
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private void _DoFire(GameUnit targetEnemy)
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{
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_ShowFireEffects(targetEnemy);
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_PlayFireAudio();
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var shootCount = Mathf.Min(owner.remainBulletCount, owner.owner.fightData.perShootBulletCount);
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for (int i = 0; i < shootCount; i++)
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{
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owner.owner.NormalShoot(targetEnemy);
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}
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owner.remainBulletCount -= shootCount;
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}
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private void _PlayFireAudio()
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{
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var weaponConfig = owner.rawConfig;
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var fireAudioIds = weaponConfig.FireAudioId;
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if (fireAudioIds.Count <= 0) return;
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var fireAudioId = fireAudioIds[Random.Range(0, fireAudioIds.Count)];
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AudioManager.Instance.PlayAudio(fireAudioId, owner.fireTrans.position);
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}
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private void _ShowFireEffects(GameUnit targetEnemy)
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{
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var rawWeaponConfig = owner.rawConfig;
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var rootObj = owner.rootObj;
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var fireTrans = owner.fireTrans;
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var fireEffectId = rawWeaponConfig.FireEffectId;
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if (fireEffectId > 0)
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{
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var rot = rootObj.transform.rotation;
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EffectManager.instance.PlayEffectById(fireEffectId, fireTrans.position, rot);
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}
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var groundEffectId = GLConfig.Inst.data.GroundFireEffectId;
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if (groundEffectId > 0)
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{
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var firePos = fireTrans.position;
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firePos.y = 0.1f;
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var rot = rootObj.transform.rotation;
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EffectManager.instance.PlayEffectById(groundEffectId, firePos, rot);
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}
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var lineEffectId = rawWeaponConfig.FlyEffectId;
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if (lineEffectId > 0 && PerformanceManager.instance.data.enableBulletTail)
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{
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if (targetEnemy == null || targetEnemy.Node == null || targetEnemy.Node.GameObject == null) return;
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_EmitLine(fireTrans, targetEnemy.Node.GameObject.transform, rawWeaponConfig.BulletFlySpeed);
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}
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}
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private void _EmitLine(Transform start,
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Transform end,
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float flySpeed)
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{
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var rawWeaponConfig = owner.rawConfig;
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// line.effect.transform.LookAt(end, Vector3.up);
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var endPos = end.position;
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var startPos = start.position;
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endPos.y = startPos.y * 0.5f;
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var toEnd = endPos - startPos;
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var angle = Vector3.SignedAngle(Vector3.forward, toEnd, Vector3.up);
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var effect = EffectManager.instance.PlayEffectById(rawWeaponConfig.FlyEffectId, startPos, Quaternion.Euler(0, angle, 0));
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var totalDistance = toEnd.magnitude;
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var flyLogic = ObjPoolManager.instance.Get<BulletFlyLogic>();
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flyLogic.Ctor(startPos, endPos, totalDistance / flySpeed);
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effect.AddLogic(flyLogic);
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}
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}
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}
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