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FutureMen2/Assets/_FutureMen2/Scripts/Enemy/OctopusBoss/OctopusBoss.cs

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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;
public Transform[] teleportPoints;
public Transform sprayRoot; // 喷射旋转节点(嘴巴)
public GameObject sprayEx; // 喷射特效(带 Trigger
public float sprayDuration = 5f;
public float sprayAngle = 40f;
public float sprayRotateSpeed = 1f; // 插值用
public GameObject clipQuadObj;
[Header("Cooldown")]
public float skill1Cooldown = 6f;
public float skill2Cooldown = 30f;
public float teleportCooldown = 12f;
[HideInInspector] public float skill1Timer;
[HideInInspector] public float skill2Timer;
[HideInInspector] public float teleportTimer;
[Header("Spike")]
public int spikeTriggerIndex = 4; // 100%→80→60→40→20
private void Start()
{
foreach (var item in tentacles)
{
item.SetData(Data);
}
sprayEx.SetActive(false);
//clipQuadObj.SetActive(false);
teleportPoints = GameInit.Ins.allBossPos;
clipQuadObj.transform.localPosition = new Vector3(0, 5f, 0);
}
public override void Update()
{
base.Update();
if (enemyState != EnemyState.Show && enemyState != EnemyState.Dead)
{
skill1Timer += Time.deltaTime;
skill2Timer += Time.deltaTime;
teleportTimer += 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(0, -8, 0);
transform.DOMoveY(0, 4f).OnComplete(() =>
{
isShowEnd = true;
enemyState = EnemyState.Idle;
foreach (var item in tentacles)
{
item.EndShow();
}
});
}
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++;
//base.Dead();
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);
foreach (var item in GetAliveTentacles())
{
item.Dead();
}
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);
}
}