Commit 11fd03c6 authored by czy's avatar czy

Bug修复

parent d98d53a5
......@@ -408,14 +408,14 @@ public class BattleUI : MonoBehaviour
//摇杆图标出现
public void ShowJoystick()
{
print("显示摇杆");
//print("显示摇杆");
m_joystickImage.color = Color.white;
m_thumbImage.color = Color.white;
}
//摇杆图标隐藏
public void HideJoystick()
{
print("隐藏摇杆");
//print("隐藏摇杆");
m_joystickImage.color = Color.clear;
m_thumbImage.color = Color.clear;
}
......
......@@ -1028,7 +1028,7 @@ AnimationClip:
m_Level: 0
m_CycleOffset: 0
m_HasAdditiveReferencePose: 0
m_LoopTime: 0
m_LoopTime: 1
m_LoopBlend: 0
m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0
......
......@@ -428,7 +428,7 @@ AnimatorStateTransition:
m_Name:
m_Conditions:
- m_ConditionMode: 2
m_ConditionEvent: Punch
m_ConditionEvent: Push
m_EventTreshold: 0
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: 0}
......
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......@@ -1510,6 +1649,24 @@ CharacterController:
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using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using DG.Tweening.Core;
public enum AIStrategy
{
......@@ -15,199 +12,95 @@ public class AIMove : MonoBehaviour
[Header("控制移动")]
[Tooltip("控制向前的速度。")]
public float VSpeed = 20.0f;
[Tooltip("控制左右移动的速度。")]
public float HSpeed = 10.0f;
public int SpeedLevel = 1;
public float AddSpeed = 10.0f;
[Tooltip("游戏结束每秒减少的速度")]
public float deceleration = 15;
[Header("地面检测")]
public Transform ray1Pos;
public Transform ray2Pos;
public Transform raySeeWayPos;
[Header("AI策略")]
public AIStrategy aIStrategy;
[Header("模型控制")]
public Transform ModelParent;
public GameObject Model1;
public GameObject Model2;
public GameObject Model3;
[Header("升级效果")]
public GameObject Bag1;
public GameObject Bag2;
public GameObject Bag3;
public GameObject Bag4;
public GameObject BagOnBack1;
public GameObject BagOnBack2;
public GameObject BagOnBack3;
public GameObject BagOnBack4;
public Material targetMat;
public Texture texture0; //原始颜色
public Texture texture1;
public Texture texture2;
public Texture texture3;
public Texture texture4;
[Header("特效")]
public ParticleSystem particleChange; //变身特效
//炫富特效
public ParticleSystem RunParticle;
public ParticleSystem BackParticle;
public ParticleSystem CarParticle;
private RaycastHit RHit;
private CharacterController characterController;
private bool m_bIsCanMove = true;//是否能开车
private MeshCollider[] m_targetTrans;//所有目标
private MeshCollider m_curTargetTrans;//当前抓的目标
// private Rigidbody m_rigidBody;//自身刚体
private Dictionary<MeshCollider, bool> m_dicBox = new Dictionary<MeshCollider, bool>();
private bool m_bControlStartMove = false;
private RectTransform m_thumbRT;//摇杆
private Dictionary<Rigidbody, bool> m_dicRigidDic = new Dictionary<Rigidbody, bool>();
private bool isGround1 = true;
private bool isGround2 = true;
private bool isAddSpeed = true;
private float timer = 0.0f;
//控制移动的中间变量
private float xDelta = 0.0f;
private float yDelta = 0;
private float zDelta = 0;
private float SpeedY = 0;//相当于重力
private float deltaX = 0.0f;//左右移动的距离。
private int AvoidObstaclesState=0; //0==未开始 1==躲避中 2==正在经过障碍物两侧。
//private float minX = 0;
//private float maxX = 0;
private float maxZ = -10000;
private float timerT1 = 0.0f;
private float avoidX=0.0f;
private int AvoidDir = 0; //-1 0 1 左 不躲避 右
//眩晕
private float timerVertigo=0.0f; //眩晕时间。
//动画
private Animator animator;
public float power = 1;
//状态
[HideInInspector]
public float MoveSpeed = 0.0f;
private bool Grounded = false;
//动画
private Animator animator;
private GameObject targetObj;
//最大速度等级
private int MaxSpeedLevel=15;
private int RandomFoodNumberToPush=1;
private int HaveFoodNumber=0;
//墙
public GameObject targetWall;
//path pos0
public GameObject pathPos0;
public enum AIState
{
FindFood=0, //找食物
GoToPathPos0=1, //去pos0
Push=2, //推墙
TurnBackToPathPos0=3 //返回Pos0
}
public AIState aiState;
// Start is called before the first frame update
void Start()
{
//从配置文件ConfigurationFile中获取数据
//VSpeed = ConfigurationFile.instance.VSpeed;
SpeedLevel = ConfigurationFile.instance.SpeedLevel;
//AddSpeed = ConfigurationFile.instance.AddSpeed;
//HSpeed = ConfigurationFile.instance.HSpeed;
characterController = GetComponent<CharacterController>();
BattleCtrl.instance.turnDir += TurnDir;
//m_rigidBody = GetComponent<Rigidbody>();
GameServices.inputService.joyStick.onTouchStart.AddListener(OnTouchStart);
GameServices.inputService.joyStick.onTouchUp.AddListener(OnTouchUp);
m_thumbRT = GameServices.inputService.joyStick.thumb;
//获取animator组件
animator = GetComponentInChildren<Animator>();
//ChangeModel();
RandomFoodNumberToPush = Random.Range(1,11);
aiState = AIState.FindFood;
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Gold" )
//print("OnTriggerEnter:"+other.name);
if (other.tag == "Food")
{
if(SpeedLevel < MaxSpeedLevel)
//other.gameObject.GetComponentInChildren<Gold>().PlayParticle();//吃金币特效
//Vector2 screenPoint = Camera.main.WorldToScreenPoint(other.gameObject.transform.position);
//BattleUI.instance.GenerateAddMoneyUI(100, screenPoint);
//Destroy(other.gameObject);
//print("吃到食物。");
HaveFoodNumber++;
if (RandomFoodNumberToPush<= HaveFoodNumber && targetWall!=null)
{
SpeedLevel += 1;
ChangeModel();
//推墙
//targetObj = targetWall;
aiState = AIState.GoToPathPos0; //到路径起点,准备去推墙
}
other.gameObject.GetComponentInChildren<Gold>().PlayParticle();//吃金币特效
power += 0.3f;
Scale(power, power, power);
Destroy(other.gameObject);
}
else if (other.tag == "Prickle")
{
//触发地刺
ChangeSpeedLevelToPrevMaxLevelAndChangeModel();
}
}
private void OnCollisionExit(Collision other)
private void Scale(float x, float y, float z)
{
if (other.collider.gameObject.CompareTag("Target"))
{
MeshCollider varBox = other.collider.gameObject.GetComponent<MeshCollider>();
//if (m_dicBox.ContainsKey(varBox))
//{
// m_dicBox[varBox] = false;
//}
transform.localScale = new Vector3(x, y, x);
}
}
//invoke旋转
void RotateInvoke()
private void OnControllerColliderHit(ControllerColliderHit hit)
{
CancelRotateInvoke();
InvokeRepeating("RotateTarget", 0.5f, 0.5f);
}
//取消invoke
void CancelRotateInvoke()
if (hit.gameObject==targetWall)
{
if (IsInvoking("RotateTarget"))
//print("碰到墙");
if (power > 1)
{
CancelInvoke("RotateTarget");
hit.gameObject.GetComponent<Rigidbody>().AddForce(new Vector3(0, 0, 100));
power -= 0.01f;
}
}
void OnTouchStart()
{
//print("触碰开始。");
float varX = (Input.mousePosition.x - Screen.width / 2f) / (Screen.width / GlobalConfig.NormalWidth);
float varY = (Input.mousePosition.y - Screen.height / 2f) / (Screen.width / GlobalConfig.NormalWidth);
Vector2 varVec2 = GameServices.inputService.joyStick.gameObject.transform.localPosition;
varVec2.x = varX;
varVec2.y = varY;
GameServices.inputService.joyStick.gameObject.transform.localPosition = varVec2;//控制摇杆的位置。
Vector2 varThumb = m_thumbRT.sizeDelta;
varThumb.x = 80;
varThumb.y = 80;
m_thumbRT.sizeDelta = varThumb;
BattleCtrl.instance.battleUI.ShowJoystick();
}
// 抬起回调
void OnTouchUp()
{
print("触碰结束。");
if (!BattleCtrl.instance.isStartBattle)
else
{
return;
}
//m_bControlPlay = true;
BattleCtrl.instance.battleUI.SetSymbolPos(0, 0);
//----------摇杆操作
BattleCtrl.instance.battleUI.HideJoystick();
Vector2 varThumb = m_thumbRT.sizeDelta;
varThumb.x = 4000;
varThumb.y = 4000;
m_thumbRT.sizeDelta = varThumb;
power = 1;
RandomFoodNumberToPush = Random.Range(1,11);
HaveFoodNumber = 0;
//targetObj = GetTargetPos();
aiState = AIState.TurnBackToPathPos0; //到路径起点,准备去找食物
}
void CancelDelayMoveHandle()
{
if (IsInvoking("DelayMoveHandle"))
{
CancelInvoke("DelayMoveHandle");
Scale(power, power, power);
}
}
......@@ -217,764 +110,247 @@ public class AIMove : MonoBehaviour
//print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle);
//print("游戏是否结束:"+ BattleCtrl.instance.isEndBattle);
//从配置文件ConfigurationFile中获取数据
VSpeed = ConfigurationFile.instance.VSpeedAI;
//SpeedLevel = ConfigurationFile.instance.SpeedLevelAI; //初始化一次。
AddSpeed = ConfigurationFile.instance.AddSpeedAI;
HSpeed = ConfigurationFile.instance.HSpeedAI;
deceleration = ConfigurationFile.instance.deceleration;
if (!BattleCtrl.instance.isStartBattle)
{
isAddSpeed = true;
return;
}
if (BattleCtrl.instance.isEndBattle)
{
isAddSpeed = true;
return;
}
if (targetObj == null)
{
targetObj = GetTargetPos();
//print("获取新目标:"+ targetObj);
}else if (targetObj.transform.position.z<transform.position.z)
{
targetObj = GetTargetPos();
//print("获取新目标:" + targetObj);
}
//移动
MoveSpeed = VSpeed + AddSpeed * (SpeedLevel - 1);
//是否在地面
Grounded = characterController.isGrounded;
//print(""+ MoveSpeed+" "+ Grounded);
animator.SetFloat("MoveSpeed", MoveSpeed);
animator.SetBool("Grounded", Grounded);
if (!Grounded)
{
SpeedY += -9.8f * 5 * Time.deltaTime;
}
//AI策略,需要每一帧都执行放到FixedUpdate中。
switch (aIStrategy)
{
case AIStrategy.StraightLine:
DoStraightLine();
break;
case AIStrategy.PickUpPropsAndGold:
DoPickUpPropsAndGold();
break;
case AIStrategy.AvoidObstaclesAndPickUp:
DoPickUpPropsAndGold();
DoAvoidObstaclesAndPickUp("Wall");
DoAvoidObstaclesAndPickUp("Prickle");
break;
default: DoStraightLine();
break;
}
//------------------------AI的寻路点切换---------------------------------------------------------------
//射线检测。
//Debug.DrawRay(transform.position, Vector3.down * 10f, Color.red);
RaycastHit hit;
//isGround = Physics.Raycast(transform.position, -Vector3.up, out hit,3.0f);// 可控制投射距离bool grounded = Physics.Raycast(transform.position, -Vector3.up, out hit,100.0);
isGround1 = Physics.Raycast(ray1Pos.position, -Vector3.up, out hit, 3.0f);
if (hit.collider != null)
switch (aiState)
{
RHit = hit;
}
isGround2 = Physics.Raycast(ray2Pos.position, -Vector3.up, out hit, 3.0f);
if (hit.collider != null && RHit.collider != null)
case AIState.FindFood:
//找食物
if (targetObj == null || targetObj.tag!= "Food")
{
RHit = hit;
targetObj = GetTargetPos();
//print("获取新目标:"+ targetObj);
}
if (RHit.collider != null)
break;
case AIState.GoToPathPos0:
//去路径起点
targetObj = pathPos0;
if (Vector3.Distance(transform.position, pathPos0.transform.position) < 0.2f)
{
//print("正向:" + RHit.collider.gameObject.transform.forward.ToString());
aiState = AIState.Push;
}
if (isGround1 || isGround2)
break;
case AIState.Push:
//去推墙
if (targetWall == null)
{
//在跑道上。
timer = 0.0f;
//按路径返回
targetObj = pathPos0;
aiState = AIState.TurnBackToPathPos0;
}
else
{
print("跑出跑道。");
//m_rigidBody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
timer += Time.deltaTime; //用来记时,1.5秒后如果player的y值小于-1.0f就判定游戏失败。
if (timer >= 1.5f && transform.position.y <= -1.0f) //-9.49
{
//不在跑道上,并且y<-1.0f。游戏失败
BattleCtrl.instance.OnBattleFail();
targetObj = targetWall;
}
}
if (m_bIsCanMove && !BattleCtrl.instance.IsScoreSettlementStatus)
{
if (timerVertigo <= 0)
{
timerVertigo = 0.0f;
//AI向前跑。
//characterController.SimpleMove(transform.forward * MoveSpeed);
characterController.Move((transform.forward * MoveSpeed+new Vector3(0,SpeedY,0))*Time.deltaTime+new Vector3(deltaX,0,0));
//UpdateJoystick();
}
else
break;
case AIState.TurnBackToPathPos0:
//返回路径起点
targetObj = pathPos0;
if (Vector3.Distance(transform.position, pathPos0.transform.position) < 0.2f)
{
//眩晕
timerVertigo -= Time.deltaTime;
aiState = AIState.FindFood;
}
break;
default:
Debug.LogError(aiState);
break;
}
else
{
//游戏已经结束但可以继续滑行
//print("游戏已经结束但可以继续滑行"); //Move((transform.forward * MoveSpeed + new Vector3(0, _vertSpeed, 0)) * Time.deltaTime + (new Vector3(xDelta, 0, 0)));
if (characterController.velocity.z >= 0)
{
characterController.SimpleMove(new Vector3(0, 0, characterController.velocity.z - deceleration * Time.deltaTime));
}
//-------------------------------------------------------------------------------------
}
}
//print(aiState+""+targetObj);
yDelta = SpeedY * Time.deltaTime;
Vector3 speed=( targetObj.transform.position - transform.position).normalized*VSpeed;
xDelta = speed.x * Time.deltaTime;
zDelta = speed.z * Time.deltaTime;
Move();
//AI策略,需要每一帧都执行放到FixedUpdate中。
public void DoStraightLine()
{
deltaX = 0;
}
//AI策略,需要每一帧都执行放到FixedUpdate中。
public void DoPickUpPropsAndGold()
{
if (!Grounded)
{
}
else
{
//在地面上,计算导航去目标位置,每次移动的距离。
if (targetObj != null)
{
if (targetObj.transform.position.x - transform.position.x > 0.3f) //误差值0.3
{
deltaX = HSpeed * Time.deltaTime;
}
else if (targetObj.transform.position.x - transform.position.x < -0.3f)
{
deltaX = -HSpeed * Time.deltaTime;
}
else
{
deltaX = 0;
}
}
}
}
//AI策略,需要每一帧都执行放到FixedUpdate中。
public void DoAvoidObstaclesAndPickUp(string obstaclesTag)
{
Debug.DrawRay(raySeeWayPos.position, raySeeWayPos.forward * 10f, Color.red);
RaycastHit seeHit;
bool isSee = Physics.Raycast(raySeeWayPos.position, raySeeWayPos.forward, out seeHit, 6.0f);
if (seeHit.collider != null)
{
//print("看见物体:" + seeHit.collider.tag);
if (seeHit.collider.tag == obstaclesTag)//if (seeHit.collider.tag == "Prickle")
{
//前方有障碍物
//deltaX = 0;//将寻金币的横向的位移变为0;
//seeHit.collider.bounds.size.x
//seeHit.transform.position.x - seeHit.collider.bounds.size.x * 0.5f
//minX = seeHit.transform.position.x - seeHit.collider.bounds.size.x * 0.5f - 0.5f;
//maxX = seeHit.transform.position.x - seeHit.collider.bounds.size.x * 0.5f + 0.5f;
maxZ = seeHit.transform.position.z + seeHit.collider.bounds.size.z * 0.5f + 0.5f;
if (transform.position.x < seeHit.transform.position.x)
{
//去左边
avoidX = seeHit.transform.position.x - seeHit.collider.bounds.size.x * 0.5f - 0.5f;
AvoidDir = -1;
}
else
{
//去右边
avoidX = seeHit.transform.position.x + seeHit.collider.bounds.size.x * 0.5f + 0.5f;
AvoidDir = 1;
}
}
}
if (transform.position.z < maxZ)
{
//print("前方有障碍物,开始躲避AvoidDir:"+ AvoidDir+ "transform.position.x:"+ transform.position.x + "avoidX:" + avoidX);
//前方右障碍物,开始躲避。
//关闭金币导航
deltaX = 0;
//开始左右躲避
if (AvoidDir == -1 && transform.position.x >= avoidX)
{
//向左移动
//print("向左移动");
deltaX = -HSpeed * Time.deltaTime;
}
else if (AvoidDir == -1 && transform.position.x < avoidX)
{
//向左躲避成功
AvoidDir = 0;
}
else if (AvoidDir == 1 && transform.position.x <= avoidX)
public void Move()
{
//向右走
deltaX = HSpeed * Time.deltaTime;
//print("向右移动");
}
else if (AvoidDir == 1 && transform.position.x > avoidX)
{
//躲避成功
AvoidDir = 0;
}
}
}
//摇杆控制
void UpdateJoystick()
{
print("摇杆控制左右");
MoveType3(); //比较生硬的形式
}
public void MoveType1()
float angle = Vector3.Angle(Vector3.forward, new Vector3(xDelta, 0, zDelta));
if (xDelta < 0)
{
//1、rigibody的形式左右移动。
float angle = 90 * 0.01f * GameServices.inputService.joyStick.axisX.axisValue;
if (angle != 0)
{
//拖动摇杆改变速度方向
//m_rigidBody.velocity = Quaternion.Euler(0, angle, 0) * m_rigidBody.velocity;
}
else
{
//松开摇杆恢复速度方向。
if (isGround1 || isGround2)
{
//在地面上保持一定的速度。
//m_rigidBody.velocity = Vector3.Lerp(m_rigidBody.velocity, transform.forward * VSpeed, 5 * Time.deltaTime);
//m_rigidBody.velocity = transform.forward * VSpeed;
angle = -Mathf.Abs(angle);
}
transform.localEulerAngles = new Vector3(0, angle, 0);
//print("AI开始移动:"+ new Vector3(xDelta, yDelta, zDelta));
characterController.Move(new Vector3(xDelta, yDelta, zDelta));//移动
}
}
//移动
MoveSpeed = Vector3.Distance(Vector3.zero, characterController.velocity);
//是否在地面
Grounded = characterController.isGrounded;
animator.SetFloat("MoveSpeed", MoveSpeed);
animator.SetBool("Grounded", Grounded);
public void MoveType2()
{
if (isGround1 || isGround2)
{
//在地面上保持一定的速度。
//m_rigidBody.velocity = transform.forward * VSpeed;
}
//2、改变 速度和transform的方向
TurnDir(90 * 0.01f * GameServices.inputService.joyStick.axisX.axisValue);
}
public void MoveType3()
{
characterController.SimpleMove(transform.forward * MoveSpeed);
if (isGround1 || isGround2)
{
//在地面上才能控制移动
transform.position += transform.right * GameServices.inputService.joyStick.axisX.axisValue * HSpeed * Time.deltaTime;
}
}
/// <summary>
/// 调整速度方向为路面的正向。
/// </summary>
public void AutoSpeedDir()
{
//调整速度方向为路面的正向。
if (RHit.collider != null && RHit.collider.gameObject.transform.forward != transform.forward)
{
TurnDir(Vector3.Angle(transform.forward, RHit.collider.gameObject.transform.forward));
}
}
////AI策略,需要每一帧都执行放到FixedUpdate中。
//public void DoStraightLine()
//{
// deltaX = 0;
//}
////AI策略,需要每一帧都执行放到FixedUpdate中。
//public void DoPickUpPropsAndGold()
//{
// if (!Grounded)
// {
// }
// else
// {
// //在地面上,计算导航去目标位置,每次移动的距离。
// if (targetObj != null)
// {
// if (targetObj.transform.position.x - transform.position.x > 0.3f) //误差值0.3
// {
// deltaX = HSpeed * Time.deltaTime;
// }
// else if (targetObj.transform.position.x - transform.position.x < -0.3f)
// {
// deltaX = -HSpeed * Time.deltaTime;
// }
// else
// {
// deltaX = 0;
// }
// }
// }
//}
//AI策略,需要每一帧都执行放到FixedUpdate中。
//public void DoAvoidObstaclesAndPickUp(string obstaclesTag)
//{
// Debug.DrawRay(raySeeWayPos.position, raySeeWayPos.forward * 10f, Color.red);
// RaycastHit seeHit;
// bool isSee = Physics.Raycast(raySeeWayPos.position, raySeeWayPos.forward, out seeHit, 6.0f);
// if (seeHit.collider != null)
// {
// //print("看见物体:" + seeHit.collider.tag);
// if (seeHit.collider.tag == obstaclesTag)//if (seeHit.collider.tag == "Prickle")
// {
// //前方有障碍物
// //deltaX = 0;//将寻金币的横向的位移变为0;
// //seeHit.collider.bounds.size.x
// //seeHit.transform.position.x - seeHit.collider.bounds.size.x * 0.5f
// //minX = seeHit.transform.position.x - seeHit.collider.bounds.size.x * 0.5f - 0.5f;
// //maxX = seeHit.transform.position.x - seeHit.collider.bounds.size.x * 0.5f + 0.5f;
// maxZ = seeHit.transform.position.z + seeHit.collider.bounds.size.z * 0.5f + 0.5f;
// if (transform.position.x < seeHit.transform.position.x)
// {
// //去左边
// avoidX = seeHit.transform.position.x - seeHit.collider.bounds.size.x * 0.5f - 0.5f;
// AvoidDir = -1;
// }
// else
// {
// //去右边
// avoidX = seeHit.transform.position.x + seeHit.collider.bounds.size.x * 0.5f + 0.5f;
// AvoidDir = 1;
// }
// }
// }
// if (transform.position.z < maxZ)
// {
// //print("前方有障碍物,开始躲避AvoidDir:"+ AvoidDir+ "transform.position.x:"+ transform.position.x + "avoidX:" + avoidX);
// //前方右障碍物,开始躲避。
// //关闭金币导航
// deltaX = 0;
// //开始左右躲避
// if (AvoidDir == -1 && transform.position.x >= avoidX)
// {
// //向左移动
// //print("向左移动");
// deltaX = -HSpeed * Time.deltaTime;
// }
// else if (AvoidDir == -1 && transform.position.x < avoidX)
// {
// //向左躲避成功
// AvoidDir = 0;
// }
// else if (AvoidDir == 1 && transform.position.x <= avoidX)
// {
// //向右走
// deltaX = HSpeed * Time.deltaTime;
// //print("向右移动");
// }
// else if (AvoidDir == 1 && transform.position.x > avoidX)
// {
// //躲避成功
// AvoidDir = 0;
// }
// }
//}
//返回剩余物体个数
public int GetLeftBoxNum()
{
int varIndex = 0;
if (m_targetTrans != null)
{
for (int i = 0; i < m_targetTrans.Length; i++)
{
if (m_targetTrans[i].transform.position.y >= 2.0f)
{
varIndex++;
}
}
}
return varIndex;
}
void Clicked()
{
if (m_bIsCanMove)
{
return;
}
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit = new RaycastHit();
if (Physics.Raycast(ray, out hit))
{
if (hit.collider && hit.collider.gameObject.CompareTag("Target"))
{
for (int i = 0; i < m_targetTrans.Length; i++)
{
if (string.Equals(hit.collider.name, m_targetTrans[i].name))
{
m_curTargetTrans = m_targetTrans[i];
//重置状态
CancelDelayMoveHandle();
CancelRotateInvoke();
m_curTargetTrans.GetComponent<Rigidbody>().isKinematic = false;
break;
}
}
}
}
}
void RotateTarget()
{
if (m_bIsCanMove)
{
return;
}
if (m_curTargetTrans)
{
m_curTargetTrans.transform.Rotate(transform.up, 90.0f);
}
}
//private void OnControllerColliderHit(ControllerColliderHit hit)
//{
// print("OnControllerColliderHit:" + hit.controller.name);
//}
public void Vertigo(float time)
{
//if (time > timerVertigo)
//{
// timerVertigo = time; //不累加时长,单会更新时长。
//}
timerVertigo += time; //累加眩晕时长
}
private void OnControllerColliderHit(ControllerColliderHit hit)//需要写到enemy中。
{
}
//获取目标点
public GameObject GetTargetPos()
{
GameObject[] golds=GameObject.FindGameObjectsWithTag("Gold"); //金币
GameObject[] props = GameObject.FindGameObjectsWithTag("Prop"); //道具
//排序,z从小到大。
golds = DoRanking._instance.DoRankingFun2(golds);
props = DoRanking._instance.DoRankingFun2(props);
GameObject goldObj=null;
GameObject propObj=null;
foreach(var prop in props)
{
if ((prop.transform.position.z)>transform.position.z+0.5f)
{
propObj = prop;
break;
}
}
foreach (var gold in golds)
{
if ((gold.transform.position.z) > transform.position.z + 0.5f)
{
goldObj = gold;
break;
}
GameObject[] foods = GameObject.FindGameObjectsWithTag("Food"); //食物
if (foods.Length == 0) { return null; }
//排序,距离从小到大。
foods = DoRankingFun(foods,transform.position);
return foods[0];
}
//print("propObj:" + propObj + "goldObj:" +goldObj);
//返回策略
if (propObj != null && goldObj != null)
{
if ((propObj.transform.position.z - transform.position.z) > (goldObj.transform.position.z - transform.position.z)+5)
{
//道具比金币还要远5距离就返回金币,否则返回道具。
return goldObj;
}
else
{
return propObj;
}
}
else
{
if(propObj == null && goldObj == null)
{
return null;
}
else
{
return propObj == null ? goldObj :propObj;
}
}
}
public void TurnDir(float angle)
{
transform.localEulerAngles += new Vector3(0, angle, 0);
//m_rigidBody.velocity
//Vector3 newVec = Quaternion.AngleAxis(angle, axis) * oriVec;
//m_rigidBody.velocity = Quaternion.Euler(0, angle, 0) * m_rigidBody.velocity;
}
public void ChangeModel()
//冒泡排序距离从小到大。
public GameObject[] DoRankingFun(GameObject[] array,Vector3 pos)
{
switch (SpeedLevel)
GameObject temp = null;
for (int i = 0; i < array.Length; i++)
{
case 1:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(true);
Model2.SetActive(false);
Model3.SetActive(false);
//视觉效果变化
Bag1.SetActive(false);
Bag2.SetActive(false);
Bag3.SetActive(false);
Bag4.SetActive(false);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 2:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(true);
Model2.SetActive(false);
Model3.SetActive(false);
//视觉效果变化
Bag1.SetActive(true);
Bag2.SetActive(false);
Bag3.SetActive(false);
Bag4.SetActive(false);
//粒子特效
RunParticle.emissionRate = 2;
RunParticle.gameObject.SetActive(true);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 3:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(true);
Model2.SetActive(false);
Model3.SetActive(false);
//视觉效果变化
Bag1.SetActive(false);
Bag2.SetActive(true);
Bag3.SetActive(false);
Bag4.SetActive(false);
//粒子特效
RunParticle.emissionRate = 5;
RunParticle.gameObject.SetActive(true);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 4:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(true);
Model2.SetActive(false);
Model3.SetActive(false);
//视觉效果变化
Bag1.SetActive(false);
Bag2.SetActive(false);
Bag3.SetActive(true);
Bag4.SetActive(false);
//粒子特效
RunParticle.emissionRate = 10;
RunParticle.gameObject.SetActive(true);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 5:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(true);
Model2.SetActive(false);
Model3.SetActive(false);
//视觉效果变化
Bag1.SetActive(false);
Bag2.SetActive(false);
Bag3.SetActive(false);
Bag4.SetActive(true);
//粒子特效
RunParticle.emissionRate = 15;
RunParticle.gameObject.SetActive(true);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
//------------------------------------------------------------------------------------------
case 6:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(true);
Model3.SetActive(false);
//视觉效果变化
BagOnBack1.SetActive(false);
BagOnBack2.SetActive(false);
BagOnBack3.SetActive(false);
BagOnBack4.SetActive(false);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 7:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(true);
Model3.SetActive(false);
//视觉效果变化
BagOnBack1.SetActive(true);
BagOnBack2.SetActive(false);
BagOnBack3.SetActive(false);
BagOnBack4.SetActive(false);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.emissionRate = 2;
BackParticle.gameObject.SetActive(true);
CarParticle.gameObject.SetActive(false);
break;
case 8:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(true);
Model3.SetActive(false);
//视觉效果变化
BagOnBack1.SetActive(true);
BagOnBack2.SetActive(true);
BagOnBack3.SetActive(false);
BagOnBack4.SetActive(false);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.emissionRate = 5;
BackParticle.gameObject.SetActive(true);
CarParticle.gameObject.SetActive(false);
break;
case 9:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(true);
Model3.SetActive(false);
//视觉效果变化
BagOnBack1.SetActive(true);
BagOnBack2.SetActive(true);
BagOnBack3.SetActive(true);
BagOnBack4.SetActive(false);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.emissionRate = 10;
BackParticle.gameObject.SetActive(true);
CarParticle.gameObject.SetActive(false);
break;
case 10:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(true);
Model3.SetActive(false);
//视觉效果变化
BagOnBack1.SetActive(true);
BagOnBack2.SetActive(true);
BagOnBack3.SetActive(true);
BagOnBack4.SetActive(true);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.emissionRate = 15;
BackParticle.gameObject.SetActive(true);
CarParticle.gameObject.SetActive(false);
break;
//-------------------------------------------------------------
case 11:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(false);
Model3.SetActive(true);
//视觉效果变化
targetMat.SetTexture("_MainTex", texture0);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 12:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(false);
Model3.SetActive(true);
//视觉效果变化
targetMat.SetTexture("_MainTex", texture1);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 13:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(false);
Model3.SetActive(true);
//视觉效果变化
targetMat.SetTexture("_MainTex", texture2);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 14:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(false);
Model3.SetActive(true);
//视觉效果变化
targetMat.SetTexture("_MainTex", texture3);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 15:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(false);
Model3.SetActive(true);
//视觉效果变化
targetMat.SetTexture("_MainTex", texture4);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(true);
break;
}
}
//速度等级变化为上一级最大的速度等级并改变模型。
public void ChangeSpeedLevelToPrevMaxLevelAndChangeModel()
for (int j = 0; j < array.Length - i - 1; j++)
{
if (SpeedLevel <= 1)
if (System.Math.Round(Vector3.Distance(array[j].transform.position,pos), 1) > System.Math.Round(Vector3.Distance(array[j + 1].transform.position,pos), 1)) //保留一位小数
{
SpeedLevel = 1;
return;
temp = array[j];
array[j] = array[j + 1];
array[j + 1] = temp;
}
switch ((SpeedLevel - 1) / (MaxSpeedLevel / 3))
{
case 0:
SpeedLevel = 1;
break;
case 1:
SpeedLevel = MaxSpeedLevel / 3;
break;
case 2:
SpeedLevel = 2 * MaxSpeedLevel / 3;
break;
default:
Debug.LogError("没有这个等级:" + SpeedLevel);
break;
}
ChangeModel();
}
//改变速度等级
public void ChangeSpeedLevel(int number)
{
if (number > 0)
{
if (SpeedLevel < MaxSpeedLevel)
{
SpeedLevel += number;
if (SpeedLevel > MaxSpeedLevel) SpeedLevel = MaxSpeedLevel;
ChangeModel();
}
}
else
{
if (SpeedLevel > 1)
{
SpeedLevel += number;
if (SpeedLevel <= 0) SpeedLevel = 1;
ChangeModel();
}
}
}
public void PlayParticle()
{
ParticleSystem copyParticle = Instantiate(particleChange, particleChange.transform.position, particleChange.transform.rotation);
copyParticle.gameObject.AddComponent<DestroyMySel>(); //4秒后销毁自身
copyParticle.Play();
return array;
}
private void OnDestroy()
{
m_targetTrans = null;
m_curTargetTrans = null;
CancelDelayMoveHandle();
CancelRotateInvoke();
BattleCtrl.instance.turnDir -= TurnDir;
}
}
......@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
public class PlayerAttack : MonoBehaviour
public class Attack : MonoBehaviour
{
// Start is called before the first frame update
......@@ -18,10 +18,10 @@ public class PlayerAttack : MonoBehaviour
}
public void AttackLeft()
{
print(gameObject.name+":左手攻击");
//print(gameObject.name+":左手攻击");
}
public void AttackRight()
{
print(gameObject.name + ":右手攻击");
//print(gameObject.name + ":右手攻击");
}
}
......@@ -4,9 +4,11 @@ using UnityEngine;
public class AttackTrigger : MonoBehaviour
{
private bool Punch = false;
private bool Push = false;
public Animator animator;
public string OtherTag= "Competitor";
public GameObject targetWall;
void Start()
{
}
......@@ -18,36 +20,43 @@ public class AttackTrigger : MonoBehaviour
}
private void OnTriggerEnter(Collider other)
{
print(other.name);
if (other.tag == "Competitor")
//print("进入。" + other.name);
if (other.tag == OtherTag)//if (other.tag == "Competitor")
{
Punch = true;
animator.SetBool("Punch", Punch);
animator.SetLayerWeight(1, 1);
}else if(other.tag == "Wall")
ChangeAnimationPunchState(true);
}
else if(other.gameObject == targetWall)
{
Push = true;
animator.SetBool("Push", Push);
animator.SetLayerWeight(1, 1);
ChangeAnimationPushState(true);
}
}
private void OnTriggerExit(Collider other)
{
print(other.name);
if (other.tag == "Competitor")
//print(other.name);
//print("退出。"+ other.name);
if (other.tag == OtherTag)
{
Punch = false;
animator.SetBool("Punch", Punch);
animator.SetLayerWeight(1, 0);
}else if(other.tag == "Wall")
ChangeAnimationPunchState(false);
}
else if(other.gameObject == targetWall)
{
Push = false;
animator.SetBool("Push", Push);
animator.SetLayerWeight(1, 0);
ChangeAnimationPushState(false);
}
}
//Push
public void ChangeAnimationPushState(bool isPush)
{
animator.SetBool("Push", isPush);
animator.SetLayerWeight(1, isPush?1:0);
}
//punch
public void ChangeAnimationPunchState(bool isPunch)
{
animator.SetBool("Punch", isPunch);
animator.SetLayerWeight(1, isPunch ? 1 : 0);
}
}
......@@ -47,9 +47,6 @@ public class PlayerMove : MonoBehaviour
private float timer = 0.0f;
//输入控制player移动的中间变量
private float addXTemp = 0;
private float targetX;
private Vector3 movement = Vector3.zero;
private float _vertSpeed = 0.0f;
private float xDelta=0.0f;
private float yDelta = 0;
......@@ -66,6 +63,8 @@ public class PlayerMove : MonoBehaviour
//最大速度等级
private int MaxSpeedLevel = 15;//1-15 分为 1-5 6-10 11-15
public GameObject targetWall;
......@@ -109,7 +108,7 @@ public class PlayerMove : MonoBehaviour
//BattleUI.instance.GenerateAddMoneyUI(100, screenPoint);
//Destroy(other.gameObject);
print("吃到食物。");
//print("吃到食物。");
power+=0.3f;
Scale(power,power,power);
Destroy(other.gameObject);
......@@ -117,9 +116,9 @@ public class PlayerMove : MonoBehaviour
}
private void OnControllerColliderHit(ControllerColliderHit hit)
{
if (hit.gameObject.tag == "Wall")
if (hit.gameObject== targetWall)
{
print("碰到墙");
//print("碰到墙");
if (power>1)
{
hit.gameObject.GetComponent<Rigidbody>().AddForce(new Vector3(0, 0, 100));
......@@ -305,6 +304,13 @@ public class PlayerMove : MonoBehaviour
}
//推墙
if (targetWall == null)
{
//游戏失败
animator.SetBool("Push", false);
}
}
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
public class Enemy_Vertigo : MonoBehaviour
{
public float VSpeed = 40.0f;
public int SpeedLevel = 1;
public float AddSpeed = 10.0f;
public float VertigoTime = 3.0f;
//public class Enemy_Vertigo : MonoBehaviour
//{
// public float VSpeed = 40.0f;
// public int SpeedLevel = 1;
// public float AddSpeed = 10.0f;
// public float VertigoTime = 3.0f;
private Transform targetPos;//目标点
private CharacterController characterController;
//动画
private Animator animator;
//状态
private float MoveSpeed = 0.0f;
private bool Grounded = false;
private int life = 1;
// private Transform targetPos;//目标点
// private CharacterController characterController;
// //动画
// private Animator animator;
// //状态
// private float MoveSpeed = 0.0f;
// private bool Grounded = false;
// private int life = 1;
void Start()
{
characterController = this.GetComponent<CharacterController>();
targetPos = DoRanking._instance.rankingList[2].transform;
//获取animator组件
animator = GetComponentInChildren<Animator>();
}
// void Start()
// {
// characterController = this.GetComponent<CharacterController>();
// targetPos = DoRanking._instance.rankingList[2].transform;
// //获取animator组件
// animator = GetComponentInChildren<Animator>();
// }
// Update is called once per frame
void Update()
{
//读取配置文件数据
VSpeed = ConfigurationFile.instance.VSpeedEnemy_V;
SpeedLevel = ConfigurationFile.instance.SpeedLevelEnemy_V;
AddSpeed= ConfigurationFile.instance.AddSpeedEnemy_V;
VertigoTime = ConfigurationFile.instance.VertigoTimeEnemy_V;
// // Update is called once per frame
// void Update()
// {
// //读取配置文件数据
// VSpeed = ConfigurationFile.instance.VSpeedEnemy_V;
// SpeedLevel = ConfigurationFile.instance.SpeedLevelEnemy_V;
// AddSpeed= ConfigurationFile.instance.AddSpeedEnemy_V;
// VertigoTime = ConfigurationFile.instance.VertigoTimeEnemy_V;
//移动
MoveSpeed = VSpeed + AddSpeed * (SpeedLevel-1);
//是否在地面
Grounded = characterController.isGrounded;
animator.SetFloat("MoveSpeed", MoveSpeed);
animator.SetBool("Grounded", Grounded);
// //移动
// MoveSpeed = VSpeed + AddSpeed * (SpeedLevel-1);
// //是否在地面
// Grounded = characterController.isGrounded;
// animator.SetFloat("MoveSpeed", MoveSpeed);
// animator.SetBool("Grounded", Grounded);
transform.LookAt(targetPos);
Vector3 direction = (targetPos.position - transform.position);
direction.y = 0;
direction = direction.normalized;
//characterController.SimpleMove(direction*Speed* SpeedLevel);
characterController.SimpleMove(direction * MoveSpeed);
// transform.LookAt(targetPos);
// Vector3 direction = (targetPos.position - transform.position);
// direction.y = 0;
// direction = direction.normalized;
// //characterController.SimpleMove(direction*Speed* SpeedLevel);
// characterController.SimpleMove(direction * MoveSpeed);
}
// }
private void OnControllerColliderHit(ControllerColliderHit hit)
{
if (life <= 0)
{
return;
}
if (hit.collider.tag == "Competitor")
{
life--;
hit.gameObject.GetComponent<AIMove>().Vertigo(VertigoTime);//眩晕1秒
//hit.gameObject.GetComponent<AIMove>().ChangeSpeedLevel(-1); //等级降低一级
hit.gameObject.GetComponent<AIMove>().ChangeSpeedLevelToPrevMaxLevelAndChangeModel(); //等级降低到上一级
Destroy(gameObject);
}
if (hit.collider.tag == "Player")
{
life--;
//hit.gameObject.GetComponent<PlayerMove>().Vertigo(VertigoTime);//眩晕1秒
//hit.gameObject.GetComponent<PlayerMove>().ChangeSpeedLevel(-1); //等级降低一级
//print("减速前:"+ hit.gameObject.GetComponent<PlayerMove>().SpeedLevel);
// hit.gameObject.GetComponent<PlayerMove>().ChangeSpeedLevelToPrevMaxLevelAndChangeModel(); //等级降低到上一级
//print("减速后:" + hit.gameObject.GetComponent<PlayerMove>().SpeedLevel);
Destroy(gameObject);
}
}
}
// private void OnControllerColliderHit(ControllerColliderHit hit)
// {
// if (life <= 0)
// {
// return;
// }
// if (hit.collider.tag == "Competitor")
// {
// life--;
// hit.gameObject.GetComponent<AIMove>().Vertigo(VertigoTime);//眩晕1秒
// //hit.gameObject.GetComponent<AIMove>().ChangeSpeedLevel(-1); //等级降低一级
// hit.gameObject.GetComponent<AIMove>().ChangeSpeedLevelToPrevMaxLevelAndChangeModel(); //等级降低到上一级
// Destroy(gameObject);
// }
// if (hit.collider.tag == "Player")
// {
// life--;
// //hit.gameObject.GetComponent<PlayerMove>().Vertigo(VertigoTime);//眩晕1秒
// //hit.gameObject.GetComponent<PlayerMove>().ChangeSpeedLevel(-1); //等级降低一级
// //print("减速前:"+ hit.gameObject.GetComponent<PlayerMove>().SpeedLevel);
// // hit.gameObject.GetComponent<PlayerMove>().ChangeSpeedLevelToPrevMaxLevelAndChangeModel(); //等级降低到上一级
// //print("减速后:" + hit.gameObject.GetComponent<PlayerMove>().SpeedLevel);
// Destroy(gameObject);
// }
// }
//}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
public class GiantRock : MonoBehaviour
{
//public class GiantRock : MonoBehaviour
//{
public Transform ballModel;
[Tooltip("眩晕时长")]
public float VertigoTime=3;
private Vector3 moveDirection;
private CharacterController characterController;
private int life = 1;
void Start()
{
characterController = GetComponent<CharacterController>();
}
// public Transform ballModel;
// [Tooltip("眩晕时长")]
// public float VertigoTime=3;
// private Vector3 moveDirection;
// private CharacterController characterController;
// private int life = 1;
// void Start()
// {
// characterController = GetComponent<CharacterController>();
// }
// Update is called once per frame
void Update()
{
//配置文件读取数据
VertigoTime = ConfigurationFile.instance.VertigoTimeGianRock;
// // Update is called once per frame
// void Update()
// {
// //配置文件读取数据
// VertigoTime = ConfigurationFile.instance.VertigoTimeGianRock;
//moveDirection = transform.TransformDirection(-Vector3.forward) * 10f * Time.deltaTime;
moveDirection.z = -10 * Time.deltaTime;
moveDirection.y -= 9.81f * Time.deltaTime;
characterController.Move(moveDirection);
ballModel.Rotate(-Vector3.right * 400 * Time.deltaTime);
// //moveDirection = transform.TransformDirection(-Vector3.forward) * 10f * Time.deltaTime;
// moveDirection.z = -10 * Time.deltaTime;
// moveDirection.y -= 9.81f * Time.deltaTime;
// characterController.Move(moveDirection);
// ballModel.Rotate(-Vector3.right * 400 * Time.deltaTime);
}
private void OnControllerColliderHit(ControllerColliderHit hit)
{
if (life <= 0)
{
return;
}
// }
// private void OnControllerColliderHit(ControllerColliderHit hit)
// {
// if (life <= 0)
// {
// return;
// }
if (hit.collider.tag == "Competitor")
{
life--;
hit.gameObject.GetComponent<AIMove>().Vertigo(VertigoTime);//眩晕1秒
//hit.gameObject.GetComponent<AIMove>().ChangeSpeedLevel(-1); //等级降低一级
hit.gameObject.GetComponent<AIMove>().ChangeSpeedLevelToPrevMaxLevelAndChangeModel(); //等级降低到上一级
Destroy(gameObject);
}
if (hit.collider.tag == "Player")
{
life--;
//hit.gameObject.GetComponent<PlayerMove>().Vertigo(VertigoTime);//眩晕1秒
//hit.gameObject.GetComponent<PlayerMove>().ChangeSpeedLevel(-1); //等级降低一级
//print("减速前:"+ hit.gameObject.GetComponent<PlayerMove>().SpeedLevel);
//hit.gameObject.GetComponent<PlayerMove>().ChangeSpeedLevelToPrevMaxLevelAndChangeModel(); //等级降低到上一级
//print("减速后:" + hit.gameObject.GetComponent<PlayerMove>().SpeedLevel);
Destroy(gameObject);
}
}
}
// if (hit.collider.tag == "Competitor")
// {
// life--;
// hit.gameObject.GetComponent<AIMove>().Vertigo(VertigoTime);//眩晕1秒
// //hit.gameObject.GetComponent<AIMove>().ChangeSpeedLevel(-1); //等级降低一级
// hit.gameObject.GetComponent<AIMove>().ChangeSpeedLevelToPrevMaxLevelAndChangeModel(); //等级降低到上一级
// Destroy(gameObject);
// }
// if (hit.collider.tag == "Player")
// {
// life--;
// //hit.gameObject.GetComponent<PlayerMove>().Vertigo(VertigoTime);//眩晕1秒
// //hit.gameObject.GetComponent<PlayerMove>().ChangeSpeedLevel(-1); //等级降低一级
// //print("减速前:"+ hit.gameObject.GetComponent<PlayerMove>().SpeedLevel);
// //hit.gameObject.GetComponent<PlayerMove>().ChangeSpeedLevelToPrevMaxLevelAndChangeModel(); //等级降低到上一级
// //print("减速后:" + hit.gameObject.GetComponent<PlayerMove>().SpeedLevel);
// Destroy(gameObject);
// }
// }
//}
......@@ -4,7 +4,9 @@ using UnityEngine;
public class Wall : MonoBehaviour
{
public AttackTrigger target;
public ParticleSystem ps;
void Start()
{
......@@ -17,6 +19,7 @@ public class Wall : MonoBehaviour
particleSystem.gameObject.AddComponent<DestroyMySel>();
particleSystem.transform.localScale = new Vector3(2,2,2);
particleSystem.Play();
target.ChangeAnimationPushState(false);
Destroy(gameObject);
}
}
......
......@@ -6,6 +6,6 @@ EditorBuildSettings:
serializedVersion: 2
m_Scenes:
- enabled: 1
path: Assets/#A1_Scenes/DemoScenes.unity
guid: 6e58ccd9deab5cc45ab8336af516167e
path: Assets/Levels/Level 1.unity
guid: 2c8bee72f3bc18b47b6957a0f91a2fbc
m_configObjects: {}
......@@ -13,7 +13,7 @@ PlayerSettings:
useOnDemandResources: 0
accelerometerFrequency: 60
companyName: Dyspace
productName: StockRunning
productName: BattleMuscle
defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
......@@ -119,7 +119,7 @@ PlayerSettings:
16:10: 1
16:9: 1
Others: 1
bundleVersion: 1.2
bundleVersion: 1.0
preloadedAssets: []
metroInputSource: 0
wsaTransparentSwapchain: 0
......@@ -250,7 +250,7 @@ PlayerSettings:
AndroidEnableTango: 0
androidEnableBanner: 1
androidUseLowAccuracyLocation: 0
androidUseCustomKeystore: 1
androidUseCustomKeystore: 0
m_AndroidBanners:
- width: 320
height: 180
......@@ -262,7 +262,7 @@ PlayerSettings:
- m_BuildTarget:
m_Icons:
- serializedVersion: 2
m_Icon: {fileID: 2800000, guid: 6b722ef34e612f3469255b9a116681ac, type: 3}
m_Icon: {fileID: 0}
m_Width: 128
m_Height: 128
m_Kind: 0
......
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