法杖,武器切换
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using System.Collections.Generic;
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using System.Linq;
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using Cielonos.MainGame.Characters;
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using UnityEngine;
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namespace Cielonos.MainGame
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{
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public partial class BattleManager
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{
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public class EnemySubmodule : SubmoduleBase<BattleManager>
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{
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public enum SortingType
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{
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Nearest,
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Farthest
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}
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public List<CharacterBase> activeEnemiesList;
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public EnemySubmodule(BattleManager owner) : base(owner)
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{
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activeEnemiesList = new List<CharacterBase>();
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}
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public CharacterBase GetNearestEnemy(float maximumDistance = float.MaxValue, Transform origin = null)
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{
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if (origin == null)
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{
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origin = Player.transform;
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}
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List<CharacterBase> nearestEnemies = GetEnemiesInRadius(origin.position, maximumDistance);
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CharacterBase nearestEnemy = nearestEnemies.Count > 0 ? nearestEnemies[0] : null;
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return nearestEnemy;
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}
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public List<CharacterBase> GetNearestEnemies(float maximumDistance = float.MaxValue, int enemyCount = 1, Transform origin = null)
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{
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if (origin == null)
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{
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origin = Player.transform;
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}
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List<CharacterBase> nearestEnemies = GetEnemiesInRadius(origin.position, maximumDistance).Take(enemyCount).ToList();
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return nearestEnemies;
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}
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public List<CharacterBase> GetEnemiesInRadius(Vector3 origin, float radius, SortingType sortingType = SortingType.Nearest)
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{
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List<CharacterBase> enemiesInRadius = new List<CharacterBase>();
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foreach (CharacterBase enemy in activeEnemiesList)
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{
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float enemyRadius = enemy.collisionSc.useCharacterController
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? enemy.collisionSc.characterController.radius
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: enemy.collisionSc.mainColliderRadius;
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float distance = Vector3.Distance(origin, enemy.transform.position) - enemyRadius;
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if (distance <= radius)
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{
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enemiesInRadius.Add(enemy);
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}
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}
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if (sortingType == SortingType.Nearest)
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{
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enemiesInRadius = enemiesInRadius.OrderBy(x => Vector3.Distance(origin, x.transform.position)).ToList();
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}
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else if (sortingType == SortingType.Farthest)
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{
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enemiesInRadius = enemiesInRadius.OrderByDescending(x => Vector3.Distance(origin, x.transform.position)).ToList();
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}
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return enemiesInRadius;
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}
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}
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}
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}
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