//================================================================
//
// Copyright (C) 东方同人社
// All Rights Reserved
//
// Author:小妖精Balous

//

//Summary:这次是符卡系统,这个系统能完成绝大多数符卡,算是比较通用的了
//
//================================================================

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

/// <summary>
/// 符卡,Boss会迅速移动到起始位置,然后进入第一个状态
/// </summary>
public class SpellCard : State<Boss>
{
/// <summary>
/// 符卡,Boss会迅速移动到起始位置,然后进入第一个状态
/// </summary>
/// <param name="_state">进入符卡后第一个状态</param>
/// <param name="_startPlace">进入符卡的起始位置</param>
/// <param name="_spellCardTime">符卡持续时间</param>
/// <param name="_lifeMax">符卡生命值</param>
public SpellCard(State<Boss> _state, Vector2 _startPlace, float _spellCardTime, int _lifeMax)
{
state = _state;
startPlace = _startPlace;
spellCardTime = _spellCardTime;
lifeMax = _lifeMax;
}

private Vector2 startPlace;
private float spellCardTime;
private int lifeMax;
private State<Boss> state;

private static float moveSpeed = 9.6f;

public override void Enter(Boss owner)
{
owner.lifeMax = lifeMax;
owner.life = lifeMax;
owner.invincible = true;
}

public override void Execute(Boss owner)
{
float distance = Vector2.Distance(new Vector2(owner.transform.position.x, owner.transform.position.y), startPlace);
if (distance < 0.03f)
{
owner.stateMachine.currentState = state;
return;
}

Vector2 direction = new Vector2(startPlace.x - owner.transform.position.x, startPlace.y - owner.transform.position.y).normalized;
owner.transform.Translate(new Vector3(direction.x, direction.y) * Time.deltaTime * moveSpeed);
}

public override void Exit(Boss owner)
{
owner.spellCardTime = spellCardTime;
owner.invincible = false;
}
}

05-11 12:56