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color = Color.white; + break; + case EnemyAnimStateType.Attack: + color = Color.red; + break; + case EnemyAnimStateType.Die: + color = Color.black; + break; + } + this.SpriteRenderer.color = color; + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Game/Component/EnemyAnimState.cs.meta b/Assets/Scripts/Game/Component/EnemyAnimState.cs.meta new file mode 100644 index 0000000..d5e381f --- /dev/null +++ b/Assets/Scripts/Game/Component/EnemyAnimState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 22c7e8b5fc6e428ebd3dc540fe9286cd +timeCreated: 1729180606 \ No newline at end of file diff --git a/Assets/Scripts/Game/Component/EnemyEntity.cs b/Assets/Scripts/Game/Component/EnemyEntity.cs index 1837e75..3dec950 100644 --- a/Assets/Scripts/Game/Component/EnemyEntity.cs +++ b/Assets/Scripts/Game/Component/EnemyEntity.cs @@ -19,8 +19,9 @@ namespace Game.Component public bool HasActive = true; } - [SerializeField] protected FSMController _fsmController; - [SerializeField] protected AILerp _aiLerp; + [SerializeField] protected FSMController _fsmController; + [SerializeField] protected AILerp _aiLerp; + public EnemyAnimState AnimState; [Header ("最大活动区域")] public Vector2 ActiveArea = new Vector2 (10 , 5); [Header ("随机巡逻区域")] public Vector2 WalkArea = new Vector2 (5 , 5); @@ -164,6 +165,7 @@ namespace Game.Component private void ResetState () { + this.AnimState.SetState (EnemyAnimStateType.Idle); this.UpdateSpeedState (false , false); _curAttackingTime = 0; _curAttackCDTime = 0; diff --git a/Assets/Scripts/Game/Component/EnemyFSM_AI/Follow.cs b/Assets/Scripts/Game/Component/EnemyFSM_AI/Follow.cs index ee1d442..2b227f3 100644 --- a/Assets/Scripts/Game/Component/EnemyFSM_AI/Follow.cs +++ b/Assets/Scripts/Game/Component/EnemyFSM_AI/Follow.cs @@ -4,6 +4,7 @@ { public override void OnEnter () { + this.Entity.AnimState.SetState (EnemyAnimStateType.Attack); this.Entity.UpdateSpeedState (true); } diff --git a/Assets/Scripts/Game/Component/EnemyFSM_AI/FollowDuration.cs b/Assets/Scripts/Game/Component/EnemyFSM_AI/FollowDuration.cs index d7a2ce8..6063d21 100644 --- a/Assets/Scripts/Game/Component/EnemyFSM_AI/FollowDuration.cs +++ b/Assets/Scripts/Game/Component/EnemyFSM_AI/FollowDuration.cs @@ -8,6 +8,7 @@ namespace Game.Component.EnemyFSM_AI public override void OnEnter () { + this.Entity.AnimState.SetState (EnemyAnimStateType.Attack); this.Entity.UpdateSpeedState (true); this._attackTimer = this.Entity.GetComponent (); this._attackTimer.StartAttack (this.Entity.EndAttack); diff --git a/Assets/Scripts/Game/Component/EnemyFSM_AI/FollowFore.cs b/Assets/Scripts/Game/Component/EnemyFSM_AI/FollowFore.cs index bfc539b..91ef3cc 100644 --- a/Assets/Scripts/Game/Component/EnemyFSM_AI/FollowFore.cs +++ b/Assets/Scripts/Game/Component/EnemyFSM_AI/FollowFore.cs @@ -6,6 +6,7 @@ namespace Game.Component.EnemyFSM_AI { public override void OnEnter () { + this.Entity.AnimState.SetState (EnemyAnimStateType.Attack); this.Entity.UpdateSpeedState (true); } diff --git a/Assets/Scripts/Game/Component/EnemyFSM_AI/Idea.cs b/Assets/Scripts/Game/Component/EnemyFSM_AI/Idea.cs index 329484e..56f446d 100644 --- a/Assets/Scripts/Game/Component/EnemyFSM_AI/Idea.cs +++ b/Assets/Scripts/Game/Component/EnemyFSM_AI/Idea.cs @@ -6,6 +6,7 @@ namespace Game.Component.EnemyFSM_AI { public override void OnEnter () { + this.Entity.AnimState.SetState (EnemyAnimStateType.Idle); if (!this.Entity.HasSafeArea) { this.Entity.EndAttack (); diff --git a/Assets/Scripts/Game/Component/EnemyFSM_AI/PathWalk.cs b/Assets/Scripts/Game/Component/EnemyFSM_AI/PathWalk.cs index 9c6424d..d371c6b 100644 --- a/Assets/Scripts/Game/Component/EnemyFSM_AI/PathWalk.cs +++ b/Assets/Scripts/Game/Component/EnemyFSM_AI/PathWalk.cs @@ -8,6 +8,7 @@ namespace Game.Component.EnemyFSM_AI public override void OnEnter () { + this.Entity.AnimState.SetState (EnemyAnimStateType.Walk); this.Entity.UpdateSpeedState (false); this._walkPathGroup = this.Entity.GetComponent (); this._walkPathGroup.InitTarget (this.Entity.transform.position); diff --git a/Assets/Scripts/Game/Component/EnemyFSM_AI/RandomWalk.cs b/Assets/Scripts/Game/Component/EnemyFSM_AI/RandomWalk.cs index eff9345..9e867ae 100644 --- a/Assets/Scripts/Game/Component/EnemyFSM_AI/RandomWalk.cs +++ b/Assets/Scripts/Game/Component/EnemyFSM_AI/RandomWalk.cs @@ -8,6 +8,7 @@ namespace Game.Component.EnemyFSM_AI private Vector2 target; public override void OnEnter () { + this.Entity.AnimState.SetState (EnemyAnimStateType.Walk); this.target = this.CreateRandomPos (); this.SetAiTarget (this.target); } diff --git a/Assets/Scripts/Game/Component/EnemyFSM_AI/Sleep.cs b/Assets/Scripts/Game/Component/EnemyFSM_AI/Sleep.cs index 4042e85..46193b9 100644 --- a/Assets/Scripts/Game/Component/EnemyFSM_AI/Sleep.cs +++ b/Assets/Scripts/Game/Component/EnemyFSM_AI/Sleep.cs @@ -6,6 +6,7 @@ namespace Game.Component.EnemyFSM_AI { public override void OnEnter () { + this.Entity.AnimState.SetState (EnemyAnimStateType.Idle); SetAiTarget (this.Entity.CreatePos); //此处可设置角色动画为沉睡状态 } diff --git a/Assets/Scripts/Game/Component/FsmMonoData/AttackTimer.cs b/Assets/Scripts/Game/Component/FsmMonoData/AttackTimer.cs index 6031797..879c4d2 100644 --- a/Assets/Scripts/Game/Component/FsmMonoData/AttackTimer.cs +++ b/Assets/Scripts/Game/Component/FsmMonoData/AttackTimer.cs @@ -1,4 +1,5 @@ using System; +using Framework.Audio; using Framework.Timer; using Sirenix.OdinInspector; using UnityEngine; diff --git a/美术文件/场景/中景/无色彩地台/img_z_heng1.png b/美术文件/场景/中景/无色彩地台/img_z_heng1.png new file mode 100644 index 0000000..4848504 Binary files /dev/null and b/美术文件/场景/中景/无色彩地台/img_z_heng1.png differ diff --git a/美术文件/场景/中景/无色彩地台/img_z_heng2.png b/美术文件/场景/中景/无色彩地台/img_z_heng2.png new file mode 100644 index 0000000..a9b50c6 Binary files /dev/null and b/美术文件/场景/中景/无色彩地台/img_z_heng2.png differ diff --git a/美术文件/场景/中景/无色彩地台/img_z_heng3.png b/美术文件/场景/中景/无色彩地台/img_z_heng3.png new 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