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czy
BattleMuscle
Commits
5df3f12e
Commit
5df3f12e
authored
May 10, 2021
by
czy
Browse files
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Plain Diff
镜头优化和攻击
parent
11fd03c6
Changes
6
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Showing
6 changed files
with
279 additions
and
281 deletions
+279
-281
Running3.controller
...Assets/Art_Assets/Animation/Animation/Running3.controller
+6
-0
Level 1.unity
BattleMuscle/Assets/Levels/Level 1.unity
+213
-239
AIMove.cs
BattleMuscle/Assets/My/Scripts/AI/AIMove.cs
+21
-5
Attack.cs
BattleMuscle/Assets/My/Scripts/Attack.cs
+3
-1
AttackTrigger.cs
BattleMuscle/Assets/My/Scripts/Player/AttackTrigger.cs
+18
-2
PlayerMove.cs
BattleMuscle/Assets/My/Scripts/Player/PlayerMove.cs
+18
-34
No files found.
BattleMuscle/Assets/Art_Assets/Animation/Animation/Running3.controller
View file @
5df3f12e
...
...
@@ -229,6 +229,12 @@ AnimatorController:
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
0
}
-
m_Name
:
Grounded
m_Type
:
4
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
0
}
m_AnimatorLayers
:
-
serializedVersion
:
5
m_Name
:
Base Layer
...
...
BattleMuscle/Assets/Levels/Level 1.unity
View file @
5df3f12e
This diff is collapsed.
Click to expand it.
BattleMuscle/Assets/My/Scripts/AI/AIMove.cs
View file @
5df3f12e
...
...
@@ -78,6 +78,7 @@ public class AIMove : MonoBehaviour
Destroy
(
other
.
gameObject
);
}
}
private
void
Scale
(
float
x
,
float
y
,
float
z
)
{
transform
.
localScale
=
new
Vector3
(
x
,
y
,
x
);
...
...
@@ -98,12 +99,22 @@ public class AIMove : MonoBehaviour
RandomFoodNumberToPush
=
Random
.
Range
(
1
,
11
);
HaveFoodNumber
=
0
;
//targetObj = GetTargetPos();
//print("改变状态为回到起点2");
aiState
=
AIState
.
TurnBackToPathPos0
;
//到路径起点,准备去找食物
}
Scale
(
power
,
power
,
power
);
}
}
//受到伤害
public
void
Hurt
(
float
hurt
)
{
power
-=
hurt
;
if
(
power
<
1
)
{
power
=
1
;
}
Scale
(
power
,
power
,
power
);
}
private
void
FixedUpdate
()
{
...
...
@@ -125,13 +136,13 @@ public class AIMove : MonoBehaviour
}
//------------------------AI的寻路点切换---------------------------------------------------------------
switch
(
aiState
)
{
case
AIState
.
FindFood
:
//找食物
if
(
targetObj
==
null
||
targetObj
.
tag
!=
"Food"
)
{
targetObj
=
GetTargetPos
();
//print("获取新目标:"+ targetObj);
}
...
...
@@ -139,7 +150,7 @@ public class AIMove : MonoBehaviour
case
AIState
.
GoToPathPos0
:
//去路径起点
targetObj
=
pathPos0
;
if
(
Vector3
.
Distance
(
transform
.
position
,
pathPos0
.
transform
.
position
)
<
0
.2f
)
if
(
Vector3
.
Distance
(
transform
.
position
,
pathPos0
.
transform
.
position
)
<
1
.2f
)
{
aiState
=
AIState
.
Push
;
}
...
...
@@ -150,6 +161,7 @@ public class AIMove : MonoBehaviour
{
//按路径返回
targetObj
=
pathPos0
;
//print("改变状态为回到起点1");
aiState
=
AIState
.
TurnBackToPathPos0
;
}
else
...
...
@@ -160,9 +172,12 @@ public class AIMove : MonoBehaviour
case
AIState
.
TurnBackToPathPos0
:
//返回路径起点
targetObj
=
pathPos0
;
if
(
Vector3
.
Distance
(
transform
.
position
,
pathPos0
.
transform
.
position
)
<
0
.2f
)
if
(
Vector3
.
Distance
(
transform
.
position
,
pathPos0
.
transform
.
position
)
<
1
.2f
)
{
//print("改变状态为寻找食物。");
aiState
=
AIState
.
FindFood
;
targetObj
=
GetTargetPos
();
//print("获取新目标:" + targetObj);
}
break
;
default
:
...
...
@@ -171,7 +186,7 @@ public class AIMove : MonoBehaviour
}
//-------------------------------------------------------------------------------------
//print(
aiState+""+targetObj
);
//print(
"aiState:" + aiState+ "-targetObj:" + targetObj+" 距离:"+ Vector3.Distance(transform.position, pathPos0.transform.position)
);
yDelta
=
SpeedY
*
Time
.
deltaTime
;
Vector3
speed
=(
targetObj
.
transform
.
position
-
transform
.
position
).
normalized
*
VSpeed
;
...
...
@@ -180,6 +195,7 @@ public class AIMove : MonoBehaviour
Move
();
}
...
...
BattleMuscle/Assets/My/Scripts/Attack.cs
View file @
5df3f12e
...
...
@@ -14,14 +14,16 @@ public class Attack : MonoBehaviour
// Update is called once per frame
void
Update
()
{
//gameObject.transform.parent.GetComponentInChildren<AttackTrigger>().isCauseDamage = false;
}
public
void
AttackLeft
()
{
//print(gameObject.name+":左手攻击");
gameObject
.
transform
.
parent
.
GetComponentInChildren
<
AttackTrigger
>().
isCauseDamage
=
true
;
}
public
void
AttackRight
()
{
//print(gameObject.name + ":右手攻击");
gameObject
.
transform
.
parent
.
GetComponentInChildren
<
AttackTrigger
>().
isCauseDamage
=
true
;
}
}
BattleMuscle/Assets/My/Scripts/Player/AttackTrigger.cs
View file @
5df3f12e
...
...
@@ -7,7 +7,8 @@ public class AttackTrigger : MonoBehaviour
public
Animator
animator
;
public
string
OtherTag
=
"Competitor"
;
public
GameObject
targetWall
;
//伤害帧
public
bool
isCauseDamage
=
false
;
void
Start
()
{
...
...
@@ -16,7 +17,7 @@ public class AttackTrigger : MonoBehaviour
// Update is called once per frame
void
Update
()
{
isCauseDamage
=
false
;
//由帧事件改变该值
}
private
void
OnTriggerEnter
(
Collider
other
)
{
...
...
@@ -31,6 +32,21 @@ public class AttackTrigger : MonoBehaviour
}
}
private
void
OnTriggerStay
(
Collider
other
)
{
if
(
other
.
tag
==
OtherTag
&&
isCauseDamage
)
{
//print(other.name+"受到伤害:");
if
(
other
.
tag
==
"Player"
)
{
other
.
gameObject
.
GetComponentInChildren
<
PlayerMove
>().
Hurt
(
0.5f
);
}
else
if
(
other
.
tag
==
"Competitor"
)
{
other
.
gameObject
.
GetComponentInChildren
<
AIMove
>().
Hurt
(
0.5f
);
}
}
}
private
void
OnTriggerExit
(
Collider
other
)
{
...
...
BattleMuscle/Assets/My/Scripts/Player/PlayerMove.cs
View file @
5df3f12e
...
...
@@ -20,32 +20,13 @@ public class PlayerMove : MonoBehaviour
public
float
HSpeed
=
10.0f
;
[
Tooltip
(
"游戏结束每秒减少的速度"
)]
public
float
deceleration
=
15
;
[
Header
(
"特效"
)]
public
ParticleSystem
particleChange
;
//变身特效
public
float
power
=
1
;
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
float
timer
=
0.0f
;
//输入控制player移动的中间变量
private
float
_vertSpeed
=
0.0f
;
private
float
xDelta
=
0.0f
;
...
...
@@ -60,30 +41,20 @@ public class PlayerMove : MonoBehaviour
[
HideInInspector
]
public
float
MoveSpeed
=
0.0f
;
private
bool
Grounded
=
false
;
//最大速度等级
private
int
MaxSpeedLevel
=
15
;
//1-15 分为 1-5 6-10 11-15
public
GameObject
targetWall
;
public
GameObject
children
;
// 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;
//摇杆控制
GameServices
.
inputService
.
joyStick
.
onTouchStart
.
AddListener
(
OnTouchStart
);
GameServices
.
inputService
.
joyStick
.
onTouchUp
.
AddListener
(
OnTouchUp
);
...
...
@@ -131,6 +102,17 @@ public class PlayerMove : MonoBehaviour
Scale
(
power
,
power
,
power
);
}
}
//受到伤害
public
void
Hurt
(
float
hurt
)
{
power
-=
hurt
;
if
(
power
<
1
)
{
power
=
1
;
}
Scale
(
power
,
power
,
power
);
}
private
void
Scale
(
float
x
,
float
y
,
float
z
)
{
transform
.
localScale
=
new
Vector3
(
x
,
y
,
x
);
...
...
@@ -256,7 +238,7 @@ public class PlayerMove : MonoBehaviour
}
}
if
(
m_bIsCanMove
&&
!
BattleCtrl
.
instance
.
IsScoreSettlementStatus
)
if
(
!
BattleCtrl
.
instance
.
IsScoreSettlementStatus
)
{
//print("控制摇杆");
if
(
timerVertigo
<=
0
)
...
...
@@ -340,7 +322,9 @@ public class PlayerMove : MonoBehaviour
{
angle
=
-
Mathf
.
Abs
(
angle
);
}
transform
.
localEulerAngles
=
new
Vector3
(
0
,
angle
,
0
);
//transform.localEulerAngles = new Vector3(0, angle, 0);
children
.
transform
.
localEulerAngles
=
new
Vector3
(
0
,
angle
,
0
);
//transform.rotation = Quaternion.Euler(0, angle, 0);//转向
characterController
.
Move
(
new
Vector3
(
xDelta
,
yDelta
,
zDelta
));
//移动
}
...
...
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