79 lines
2.8 KiB
C#
79 lines
2.8 KiB
C#
using System;
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using System.Collections.Generic;
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using Cielonos.MainGame.Characters;
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using Sirenix.OdinInspector;
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using SLSUtilities.FunctionalAnimation;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Cielonos.MainGame.FunctionalAnimation
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{
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[Serializable]
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public class SetBreakthroughResistance : FuncAnimPayloadBase
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{
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[InfoBox("设置角色的突破抗性状态,同时开启或关闭轮廓线效果。\n角色会被突破类型相同或更高的攻击打断,不会被低于该突破类型的攻击打断。")]
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[FormerlySerializedAs("outlineSwitch")]
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[Tooltip("是否开启轮廓线")]
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public bool isEnabling = true;
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[Tooltip("是否从行为树参数获取突破类型")]
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public bool getFromBehaviorTree = true;
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[Tooltip("突破类型")]
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[HideIf("getFromBehaviorTree")]
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public BreakthroughType breakthroughableType = BreakthroughType.Heavy;
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[Tooltip("是否使用详细设置")]
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public bool detailedSettings = false;
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[Tooltip("轮廓线宽度")]
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[ShowIf("@this.detailedSettings && this.isEnabling")]
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public float outlineWidth = 0.05f;
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[Tooltip("轮廓线淡入淡出时间")]
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[ShowIf("detailedSettings")]
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public float outlineFadeDuration = 0.1f;
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public override void Invoke()
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{
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var renderSc = character.renderSc;
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if (getFromBehaviorTree)
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{
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string typeName = (character as Automata).behaviorTree.GetVariable<string>("BreakthroughableType").Value;
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if (string.IsNullOrEmpty(typeName))
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{
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breakthroughableType = BreakthroughType.Heavy;
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}
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breakthroughableType = Enum.TryParse(typeName, out BreakthroughType parsedType) ? parsedType : BreakthroughType.Heavy;
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}
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if (isEnabling)
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{
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renderSc.OutlineOn(breakthroughableType, outlineWidth, outlineFadeDuration);
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SetResistance(breakthroughableType);
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}
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else
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{
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renderSc.OutlineOff(outlineFadeDuration);
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character.reactionSc.ResetBreakthroughResistances();
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}
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}
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private void SetResistance(BreakthroughType type)
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{
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foreach (var lowerType in Breakthrough.GetLowerTypes(type))
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{
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character.reactionSc.breakthroughResistances[lowerType] = true;
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}
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character.reactionSc.breakthroughResistances[type] = false;
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foreach (var higherType in Breakthrough.GetHigherTypes(type))
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{
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character.reactionSc.breakthroughResistances[higherType] = false;
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}
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}
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}
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} |