2022-07-21 12:05:35 +08:00
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/*
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zlib License
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2023-02-14 20:05:31 +08:00
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跳出一方天地 (C) 2022-2023 Lucas
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2022-07-21 12:05:35 +08:00
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1.The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class HealthPotionGenerator : MonoBehaviour
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{
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private float rightBound;
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public float generationProbability;
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public float initialDistance;
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public float potionXSpeed;
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public float potionYOffset;
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public GameObject healthPotionPrefab;
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private GameObject healthPotion;
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private Coroutine generatePotionCoroutine;
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public float spawnTimeInterval;
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// Start is called before the first frame update
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void Start()
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{
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healthPotion = Instantiate(healthPotionPrefab);
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healthPotion.SetActive(false);
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rightBound = Camera.main!.ViewportToWorldPoint(new Vector2(1, 1)).x;
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2022-07-21 12:05:35 +08:00
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}
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public void NotifyGenerate(GameObject player)
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{
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var healthController = player.GetComponent<HealthController>();
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if (healthController.NeedPotion)
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{
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2023-02-14 20:05:31 +08:00
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generatePotionCoroutine ??= StartCoroutine(ConstantGenerate());
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2022-07-21 12:05:35 +08:00
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}
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}
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public void DisNotifyGenerate()
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{
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if (generatePotionCoroutine != null)
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{
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StopCoroutine(generatePotionCoroutine);
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generatePotionCoroutine = null;
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}
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healthPotion.SetActive(false);
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}
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IEnumerator ConstantGenerate()
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{
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while (true)
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{
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bool needGenerate = Random.value < generationProbability;
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if (needGenerate && !healthPotion.activeSelf)
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{
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healthPotion.transform.position = new Vector3(rightBound + initialDistance,
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potionYOffset);
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healthPotion.SetActive(true);
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healthPotion.GetComponent<Rigidbody2D>().velocity = new Vector2(potionXSpeed, 0);
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}
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yield return new WaitForSeconds(spawnTimeInterval);
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}
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}
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}
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