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FutureMen2/Assets/_FutureMen2/Scripts/Enemy/OctopusBoss/OctopusBoss.cs
2026-01-29 17:34:43 +08:00

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using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using DragonLi.Core;
using UnityEngine;
public class OctopusBoss : Enemy
{
public Tentacle[] tentacles;
[NonSerialized]
public Transform[] teleportPoints;
public Transform sprayRoot; // 喷射旋转节点(嘴巴)
public GameObject sprayEx; // 喷射特效(带 Trigger
public Transform hand;
public Animator handAnimator;
public float sprayDuration = 5f;
public float sprayAngle = 40f;
public GameObject clipQuadObj;
public GameObject[] bossCrystals;
private float rotateSpeed = 180f; // 越大转得越快(插值系数)
private void Start()
{
foreach (var item in tentacles)
{
item.SetData(Data);
}
sprayEx.SetActive(false);
teleportPoints = GameInit.Ins.allBossPos;
bloodSlider.gameObject.SetActive(false);
transform.LookAt(GameManager.Ins.player.transform.position.ReflectVectorXOZ());
foreach (var item in bossCrystals)
{
item.SetActive(false);
}
}
public override void Update()
{
base.Update();
if (enemyState != EnemyState.Show && enemyState != EnemyState.Dead)
{
skill1Timer += Time.deltaTime;
skill2Timer += Time.deltaTime;
teleportTimer += Time.deltaTime;
Transform player = GameManager.Ins.player.transform;
if (!player) return;
Vector3 dir = player.position - hand.position;
dir.y = 0;
if (dir.sqrMagnitude < 0.0001f)
return;
Quaternion targetRot = Quaternion.LookRotation(dir);
hand.transform.rotation = Quaternion.RotateTowards(
hand.transform.rotation,
targetRot,
rotateSpeed * Time.deltaTime
);
}
}
public List<Tentacle> GetAliveTentacles()
{
List<Tentacle> list = new();
foreach (var t in tentacles)
if (t != null && !t.isDead)
list.Add(t);
return list;
}
public void ResetSkill1() => skill1Timer = 0;
public void ResetSkill2() => skill2Timer = 0;
public void ResetTeleport() => teleportTimer = 0;
public override void Show()
{
base.Show();
GameManager.Ins.CreateEnemySkillTip(transform.position.ReflectVectorXOZ(),3.5f);
transform.position = new Vector3(transform.position.x, -8, transform.position.z);
transform.DOMoveY(0, 4f).OnComplete(() =>
{
isShowEnd = true;
});
}
public override void EndShow()
{
base.EndShow();
enemyState = EnemyState.Idle;
foreach (var item in tentacles)
{
item.EndShow();
}
foreach (var item in bossCrystals)
{
item.SetActive(true);
}
bloodSlider.gameObject.SetActive(true);
}
public override void Hit()
{
if(enemyState!= EnemyState.Idle)
return;
base.Hit();
handAnimator.SetTrigger("hit");
}
public override void ChangeHp(float value, object info, Transform _sender)
{
if(enemyState== EnemyState.Show)
return;
base.ChangeHp(value, info, _sender);
}
public override void Dead()
{
if (isDead)
{
return;
}
GameManager.Ins.curLevel++;
health = 0;
isDead = true;
if (bloodSlider != null)
bloodSlider.gameObject.SetActive(false);
if(ColliderComponent!=null)
ColliderComponent.enabled = false;
if(behaviourTree != null)
behaviourTree.enabled = false;
GameManager.Ins.PlaySound3D("1.46",transform,true);
foreach (var item in GetAliveTentacles())
{
item.Dead();
}
foreach (var item in bossCrystals)
{
if(item==null)
continue;
item.SetActive(false);
}
StartCoroutine(DeathDissolve());
}
IEnumerator DeathDissolve()
{
// 1⃣ 停止行为
behaviourTree.enabled = false;
ColliderComponent.enabled = false;
clipQuadObj.SetActive(true);
bloodSlider.gameObject.SetActive(false);
clipQuadObj.transform.localPosition = new Vector3(0, 5f, 0);
clipQuadObj.transform.DOLocalMoveY(-5f, 5);
yield return new WaitForSeconds(8f);
GameManager.Ins.CreateBoss(transform.position.ReflectVectorXOZ());
Destroy(gameObject);
}
}