备份CatanBuilding瘦身独立工程
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153
Assets/Scripts/EventWashing/Stuff/StuffBarnacle.cs
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153
Assets/Scripts/EventWashing/Stuff/StuffBarnacle.cs
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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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namespace game
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{
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public class StuffBarnacle : LongPressStuffBase
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{
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[Tooltip("循环特效")]
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[SerializeField]
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private ParticleSystem[] m_LoopEffects = null;
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[Tooltip("循环特效时间")]
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[SerializeField]
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private float m_LoopTime = 1.0f;
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[Tooltip("最后一击特效")]
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[SerializeField]
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private ParticleSystem[] m_FinalBlowEffects = null;
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[Tooltip("最后一击特效时间")]
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[SerializeField]
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private float m_FinalBlowTime = 0.3f;
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#region 外部接口
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public override void StopAction()
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{
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base.StopAction();
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Exit1stStage();
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Exit2ndStage();
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}
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#endregion
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#region 状态&内部使用
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private bool m_IsRunning2rd = false;
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private void Enter2ndStage()
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{
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m_IsBreathing = false;
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if (m_IsRunning2rd) return;
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m_IsRunning2rd = true;
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int count = 0;
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if (m_FinalBlowEffects != null)
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{
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count = m_FinalBlowEffects.Length;
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for (int i = 0; i < count; i++)
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{
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m_FinalBlowEffects[i].gameObject.SetActive(true);
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m_FinalBlowEffects[i].Play();
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}
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}
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FishingYachtAct.Publish<EventWashingToolEnter2ndStageData>(new EventWashingToolEnter2ndStageData());
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}
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private void Exit2ndStage()
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{
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if (m_IsRunning2rd == false) return;
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int count = 0;
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if (m_FinalBlowEffects != null)
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{
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count = m_FinalBlowEffects.Length;
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for (int i = 0; i < count; i++)
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{
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m_FinalBlowEffects[i].Stop();
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m_FinalBlowEffects[i].gameObject.SetActive(false);
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}
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}
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FishingYachtAct.Publish<EventWashingToolExit2ndStageData>(new EventWashingToolExit2ndStageData());
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m_IsRunning2rd = false;
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m_IsBreathing = true;
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}
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private bool m_IsRunning1st = false;
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private void Enter1stStage()
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{
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m_IsBreathing = false;
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if (m_IsRunning1st) return;
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m_IsRunning1st = true;
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int count = 0;
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if (m_LoopEffects != null)
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{
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count = m_LoopEffects.Length;
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for (int i = 0; i < count; i++)
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{
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m_LoopEffects[i].gameObject.SetActive(true);
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m_LoopEffects[i].Play();
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}
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}
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FishingYachtAct.Publish<EventWashingToolEnter1stStageData>(new EventWashingToolEnter1stStageData());
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}
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private void Exit1stStage()
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{
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if (m_IsRunning1st == false) return;
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int count = 0;
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if (m_LoopEffects != null)
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{
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count = m_LoopEffects.Length;
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for (int i = 0; i < count; i++)
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{
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m_LoopEffects[i].Stop();
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m_LoopEffects[i].gameObject.SetActive(false);
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}
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}
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FishingYachtAct.Publish<EventWashingToolExit1stStageData>(new EventWashingToolExit1stStageData());
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m_IsRunning1st = false;
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m_IsBreathing = true;
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}
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protected override void UpdateState()
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{
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if (m_Status == EventWashingActionStatus.Executing)
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{
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m_CumulativeTime += Time.deltaTime;
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if (m_CumulativeTime >= m_ConsumeTime)
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{
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Exit2ndStage();
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m_CumulativeTime = m_ConsumeTime;
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m_Status = EventWashingActionStatus.Ending;
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if (m_OverAction != null)
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{
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m_OverAction.Invoke(this);
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}
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}
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else if (m_CumulativeTime > m_LoopTime)
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{
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Exit1stStage();
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Enter2ndStage();
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}
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else if (m_CumulativeTime >= 0f)
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{
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Enter1stStage();
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}
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}
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}
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#endregion
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#region 生命周期
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public override void InitStuff()
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{
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base.InitStuff();
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m_Type = EventWashingStuffType.Barnacle;
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m_ConsumeTime = m_LoopTime + m_FinalBlowTime;
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StopAction();
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}
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#endregion
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}
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}
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