87 lines
3.2 KiB
C#
87 lines
3.2 KiB
C#
using System;
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using System.Collections;
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using Animancer;
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using BaseGames.Combat;
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using UnityEngine;
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namespace BaseGames.Enemies.Behaviors
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{
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/// <summary>
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/// 死亡前摇无敌演出(零代码替代每敌人专属的 <c>Die()</c> 重写)。
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/// <para>
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/// <see cref="EnemyBase.Die"/> 会委托本组件:停行为树 / 停移动、停用受击框,播放前摇动画并等待,
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/// 期间敌人处于无敌(<see cref="EnemyBase.IsInvincible"/>),演出结束后回调真正的死亡清理。
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/// 前摇动画上可放置 SpawnProjectile 动画事件,配合 <see cref="EnemySpawnerOnEvent"/> 在演出中生成小怪。
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/// </para>
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/// </summary>
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[DisallowMultipleComponent]
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public class EnemyDeathSequence : MonoBehaviour, IEnemyDeathSequence
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{
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[Header("前摇动画")]
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[Tooltip("死亡前摇动画(无敌演出);为空则跳过演出直接进入死亡清理")]
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[SerializeField] private ClipTransition _deathPreClip;
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[Tooltip("前摇演出时长(秒)")]
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[Min(0f)][SerializeField] private float _duration = 3f;
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[Header("演出期间")]
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[Tooltip("演出期间停用的受击框(防止演出中被打断或二次受伤);对象池复用时 OnSpawn 自动恢复")]
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[SerializeField] private HurtBox[] _hurtBoxesToDisable;
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[Tooltip("演出开始时停止行为树(防止 BT 继续 Tick 覆盖演出动画)")]
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[SerializeField] private bool _stopBehaviorTree = true;
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[Tooltip("演出开始时停止移动")]
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[SerializeField] private bool _stopMovement = true;
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private EnemyBase _enemy;
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private AnimancerComponent _animancer;
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private void Awake()
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{
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_enemy = GetComponentInParent<EnemyBase>();
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_animancer = _enemy != null ? _enemy.Animancer : GetComponentInParent<AnimancerComponent>();
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if (_enemy == null)
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Debug.LogError($"[EnemyDeathSequence] {name} 找不到 EnemyBase。", this);
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}
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// 对象池复用:出生时恢复受击框(演出中曾被停用)
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private void OnEnable()
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{
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if (_enemy != null) _enemy.Spawned += RestoreHurtBoxes;
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}
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private void OnDisable()
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{
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if (_enemy != null) _enemy.Spawned -= RestoreHurtBoxes;
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}
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public void Play(Action onComplete)
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{
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StartCoroutine(Sequence(onComplete));
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}
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private IEnumerator Sequence(Action onComplete)
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{
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if (_stopBehaviorTree) _enemy?.StopBehaviorTree();
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if (_stopMovement) _enemy?.StopMovement();
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SetHurtBoxesEnabled(false);
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if (_deathPreClip.Clip != null && _animancer != null)
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{
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_animancer.Play(_deathPreClip);
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if (_duration > 0f) yield return new WaitForSeconds(_duration);
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}
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onComplete?.Invoke();
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}
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private void RestoreHurtBoxes() => SetHurtBoxesEnabled(true);
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private void SetHurtBoxesEnabled(bool enabled)
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{
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if (_hurtBoxesToDisable == null) return;
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foreach (var hb in _hurtBoxesToDisable)
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if (hb != null) hb.enabled = enabled;
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}
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}
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}
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