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@@ -166,7 +166,7 @@ namespace Game.Component
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#if UNITY_EDITOR
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public bool HasRunaway => MapContent.Instance?.IsRunaway ?? false;
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public float CurMoveSpeed => (MapContent.Instance?.MoveGlobalOffset ?? 0) * this._curMoveSpeedOffset * (this.MaxMoveSpeed *
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public float CurMoveSpeed => (MapContent.Instance?.EnemyMoveGlobalOffset ?? 0) * this._curMoveSpeedOffset * (this.MaxMoveSpeed *
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(1 +
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( this._expTimeHandler?.IsPlaying ?? false
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? (1 - this._expTimeHandler.CurProgress) * this._expSpeedOffset
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@@ -176,7 +176,7 @@ namespace Game.Component
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#else
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public bool HasRunaway => MapContent.Instance?.IsRunaway ?? false;
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public float CurMoveSpeed => (MapContent.Instance.MoveGlobalOffset) * this._curMoveSpeedOffset * (this.MaxMoveSpeed *
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public float CurMoveSpeed => (MapContent.Instance.EnemyMoveGlobalOffset) * this._curMoveSpeedOffset * (this.MaxMoveSpeed *
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(1 +
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( this._expTimeHandler?.IsPlaying ?? false
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? (1 - this._expTimeHandler.CurProgress) * this._expSpeedOffset
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@@ -1,13 +1,21 @@
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using XFFSM;
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using UnityEngine;
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using XFFSM;
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namespace Game.Component.EnemyFSM_AI
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{
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public class Sleep : EnemyFSMState
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{
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public override void OnExit ()
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{
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this.Entity.GetComponent<Collider2D> ().enabled = true;
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}
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public override void OnEnter ()
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{
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// this.Entity.
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this.Entity.AnimState.SetState (EnemyAnimStateType.Idle);
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SetAiTarget (this.Entity.CreatePos);
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this.Entity.GetComponent<Collider2D> ().enabled = false;
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//此处可设置角色动画为沉睡状态
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}
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}
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@@ -3,6 +3,7 @@ using Framework.Audio;
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using Framework.Timer;
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using Game.EventDefine;
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using UniFramework.Event;
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using Unity.Mathematics;
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using UnityEngine;
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namespace Game.Component
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@@ -17,11 +18,14 @@ namespace Game.Component
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public bool IsActiveGame;
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private float _moveGlobalOffset = 1;
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private float _expGlobalOffset = 0;
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//玩家位置
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public Vector2 PlayerPosition { private set; get; }
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public bool IsRunaway { get ; private set ; }
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public float MoveGlobalOffset => this._moveGlobalOffset;
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public Vector2 PlayerPosition { private set; get; }
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public bool IsRunaway { get ; private set ; }
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public float MoveGlobalOffset => this._moveGlobalOffset;
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public float EnemyMoveGlobalOffset => math.clamp (this._moveGlobalOffset - this._expGlobalOffset , 0 , 1f);
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public bool IsPause
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{
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@@ -81,6 +85,7 @@ namespace Game.Component
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public void ResetGame ()
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{
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this._expGlobalOffset = Mathf.Clamp (this.ScenePart.LossCount * 0.025f , 0 , 0.25f);
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this.PlayerEntity.gameObject.SetActive (false);
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this.IsPause = false;
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this._RunawayTimeHandler?.Kill ();
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@@ -20,6 +20,8 @@ namespace Game.Component
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[LabelText ("当前完成数:")] private int _currentConditionNumber = 0;
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public int LossCount;
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public int CurrentConditionNumber => this._currentConditionNumber;
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private List<EnemyEntity> _enemyEntities;
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