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czy
BattleMuscle
Commits
6388d74e
Commit
6388d74e
authored
May 18, 2021
by
czy
Browse files
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Plain Diff
用食物个数控制准确控制过桥
parent
860fc557
Changes
6
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6 changed files
with
423 additions
and
155 deletions
+423
-155
Level 1.unity
BattleMuscle/Assets/Levels/Level 1.unity
+98
-31
AIMove.cs
BattleMuscle/Assets/My/Scripts/AI/AIMove.cs
+189
-58
BossAttackDamageRange.cs
BattleMuscle/Assets/My/Scripts/AI/BossAttackDamageRange.cs
+2
-2
AttackTrigger.cs
BattleMuscle/Assets/My/Scripts/Player/AttackTrigger.cs
+2
-2
PlayerMove.cs
BattleMuscle/Assets/My/Scripts/Player/PlayerMove.cs
+69
-56
Wall.cs
BattleMuscle/Assets/My/Scripts/Wall/Wall.cs
+63
-6
No files found.
BattleMuscle/Assets/Levels/Level 1.unity
View file @
6388d74e
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BattleMuscle/Assets/My/Scripts/AI/AIMove.cs
View file @
6388d74e
This diff is collapsed.
Click to expand it.
BattleMuscle/Assets/My/Scripts/AI/BossAttackDamageRange.cs
View file @
6388d74e
...
...
@@ -23,7 +23,7 @@ public class BossAttackDamageRange : MonoBehaviour
if
(
other
.
tag
==
"Player"
)
{
other
.
gameObject
.
GetComponentInChildren
<
PlayerMove
>().
Hurt
(
0.5f
);
other
.
gameObject
.
GetComponentInChildren
<
PlayerMove
>().
Hurt
(
1
);
ps
=
Instantiate
(
hitEffects
,
hitPos
,
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
Handheld
.
Vibrate
();
//手机震动
...
...
@@ -31,7 +31,7 @@ public class BossAttackDamageRange : MonoBehaviour
}
else
if
(
other
.
tag
==
"Competitor"
)
{
other
.
gameObject
.
GetComponentInChildren
<
AIMove
>().
Hurt
(
0.5f
);
other
.
gameObject
.
GetComponentInChildren
<
AIMove
>().
Hurt
(
1
);
ps
=
Instantiate
(
hitEffects
,
hitPos
,
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
//Handheld.Vibrate();//手机震动
...
...
BattleMuscle/Assets/My/Scripts/Player/AttackTrigger.cs
View file @
6388d74e
...
...
@@ -53,7 +53,7 @@ public class AttackTrigger : MonoBehaviour
//print(other.name+"受到伤害:");
if
(
other
.
tag
==
"Player"
)
{
other
.
gameObject
.
GetComponentInChildren
<
PlayerMove
>().
Hurt
(
0.5f
);
other
.
gameObject
.
GetComponentInChildren
<
PlayerMove
>().
Hurt
(
1
);
ps
=
Instantiate
(
hitEffects
,
hitPos
.
transform
.
position
,
hitPos
.
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
//Handheld.Vibrate();//手机震动
...
...
@@ -61,7 +61,7 @@ public class AttackTrigger : MonoBehaviour
}
else
if
(
other
.
tag
==
"Competitor"
)
{
other
.
gameObject
.
GetComponentInChildren
<
AIMove
>().
Hurt
(
0.5f
);
other
.
gameObject
.
GetComponentInChildren
<
AIMove
>().
Hurt
(
1
);
ps
=
Instantiate
(
hitEffects
,
hitPos
.
transform
.
position
,
hitPos
.
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
if
(
Root
.
tag
==
"Player"
)
...
...
BattleMuscle/Assets/My/Scripts/Player/PlayerMove.cs
View file @
6388d74e
using
System.Collections
;
using
System.Collections.Generic
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
DG.Tweening
;
using
DG.Tweening.Core
;
using
HedgehogTeam.EasyTouch
;
using
TMPro
;
using
System
;
public
class
PlayerMove
:
MonoBehaviour
...
...
@@ -61,7 +55,7 @@ public class PlayerMove : MonoBehaviour
public
GameObject
topPOS
;
public
int
Count
=
0
;
// Start is called before the first frame update
...
...
@@ -79,28 +73,39 @@ public class PlayerMove : MonoBehaviour
private
void
OnTriggerEnter
(
Collider
other
)
{
//print("OnTriggerEnter:"+other.tag+"--"+other.name);
if
(
other
.
tag
==
"Food"
)
{
//print("吃到食物。");
Handheld
.
Vibrate
();
//手机震动
UpdateScore
(
1
);
if
(
scale
>=
(
1
+
MaxFood
*
addScale
)
)
if
(
CurrentFood
>=
MaxFood
)
{
scale
=
1
+
MaxFood
*
addScale
;
CurrentFood
=
MaxFood
;
}
else
{
scale
+=
addScale
;
//进行食物累计和缩放模型。
AddIsPlayChangeModeEffect
();
CurrentFood
++;
scale
=
1
+
CurrentFood
*
addScale
;
ChangeAnimationscaleState
(
scale
);
switch
(
CurrentFood
)
{
case
5
:
case
10
:
case
15
:
case
20
:
Scale
(
scale
,
scale
,
scale
);
ParticleSystem
ps
=
Instantiate
(
changeModeEffect
,
transform
.
position
,
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
break
;
default
:
break
;
}
}
ChangeAnimationscaleState
(
scale
);
Destroy
(
other
.
gameObject
);
}
//print("1111" + other.gameObject.tag + "+" + other.gameObject.name);
}
public
void
UpdateScore
(
int
addNumber
)
{
...
...
@@ -112,66 +117,73 @@ public class PlayerMove : MonoBehaviour
private
void
OnControllerColliderHit
(
ControllerColliderHit
hit
)
{
if
(
hit
.
gameObject
==
targetWall
)
if
(
hit
.
gameObject
==
targetWall
)
{
//print("Player碰到墙:"+ scale);
if
(
scale
>
1
)
if
(
CurrentFood
>=
1
)
{
//print("推墙");
hit
.
gameObject
.
GetComponent
<
Rigidbody
>().
AddForce
(
new
Vector3
(
0
,
0
,
100
));
scale
-=
reduceStep
;
ReduceIsPlayChangeModeEffect
(
"PushWall"
);
int
aa
=
hit
.
gameObject
.
GetComponent
<
Wall
>().
MakeWallMove
();
Count
+=
aa
;
CurrentFood
-=
aa
;
//Debug.LogError("CurrentFood:" + CurrentFood+"aa:"+aa);
scale
-=
aa
*
addScale
;
switch
(
CurrentFood
)
{
case
0
:
Scale
(
scale
,
scale
,
scale
);
break
;
case
5
:
case
10
:
case
15
:
case
20
:
Scale
(
scale
,
scale
,
scale
);
ParticleSystem
ps
=
Instantiate
(
changeModeEffect
,
transform
.
position
,
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
break
;
default
:
break
;
}
}
else
{
scale
=
1
;
CurrentFood
=
0
;
}
ChangeAnimationscaleState
(
scale
);
}
//print("22222"+hit.gameObject.tag+"+"+hit.gameObject.name);
}
//受到伤害
public
void
Hurt
(
floa
t
hurt
)
public
void
Hurt
(
in
t
hurt
)
{
//进行判断是否播放特效
scale
-=
hurt
;
if
(
scale
<
1
)
CurrentFood
-=
hurt
;
if
(
CurrentFood
<=
0
)
{
CurrentFood
=
0
;
scale
=
1
;
RefreshVertigo
(
hurt
);
RefreshVertigo
(
1
);
}
ChangeAnimationscaleState
(
scale
);
ReduceIsPlayChangeModeEffect
(
"Hurt"
);
}
//食物增加时,判断是否播放改变模型特效
public
void
AddIsPlayChangeModeEffect
()
{
CurrentFood
++;
if
(
CurrentFood
==
5
||
CurrentFood
==
10
||
CurrentFood
==
15
||
CurrentFood
==
20
)
{
Scale
(
scale
,
scale
,
scale
);
ParticleSystem
ps
=
Instantiate
(
changeModeEffect
,
transform
.
position
,
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
}
}
/// <summary>
/// 减少时,判断是否播放改变模型特效
/// </summary>
public
void
ReduceIsPlayChangeModeEffect
(
string
type
)
{
int
tempFood
=
CurrentFood
;
CurrentFood
=
(
int
)((
scale
-
1.0f
)
/
addScale
);
if
(
tempFood
!=
CurrentFood
&&
(
CurrentFood
==
0
||
CurrentFood
==
5
||
CurrentFood
==
10
||
CurrentFood
==
15
||
CurrentFood
==
20
))
switch
(
CurrentFood
)
{
Scale
(
scale
,
scale
,
scale
);
ParticleSystem
ps
=
Instantiate
(
changeModeEffect
,
transform
.
position
,
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
if
(
type
==
"Hurt"
)
{
case
0
:
Scale
(
scale
,
scale
,
scale
);
break
;
case
5
:
case
10
:
case
15
:
case
20
:
Scale
(
scale
,
scale
,
scale
);
ParticleSystem
ps
=
Instantiate
(
changeModeEffect
,
transform
.
position
,
transform
.
rotation
);
ps
.
gameObject
.
AddComponent
<
DestroyMySel
>();
GenerateRandomFoodAroundPos
(
5
,
transform
.
position
,
5
);
//生成5个食物距离为5
}
break
;
default
:
break
;
}
}
...
...
@@ -435,6 +447,7 @@ public class PlayerMove : MonoBehaviour
/// <param name="radius"></param>
public
void
GenerateRandomFoodAroundPos
(
int
number
,
Vector3
targetPos
,
float
radius
)
{
float
randomAngle
=
UnityEngine
.
Random
.
Range
(
0
,
360
);
//return;
for
(
int
i
=
0
;
i
<
number
;
i
++)
{
...
...
@@ -452,7 +465,7 @@ public class PlayerMove : MonoBehaviour
go
.
tag
=
"Untagged"
;
go
.
GetComponent
<
Food
>().
isUnNomalFood
=
true
;
//rig.AddForce(Quaternion.Euler(new Vector3(UnityEngine.Random.Range(-80, -20), UnityEngine.Random.Range(0, 360), 0)) * Vector3.forward * Force);
rig
.
AddForce
(
Quaternion
.
Euler
(
new
Vector3
(-
45
,
i
*
360.0f
/
number
,
0
))
*
Vector3
.
forward
*
Force
);
rig
.
AddForce
(
Quaternion
.
Euler
(
new
Vector3
(-
45
,
randomAngle
+
i
*
360.0f
/
number
,
0
))
*
Vector3
.
forward
*
Force
);
}
}
...
...
BattleMuscle/Assets/My/Scripts/Wall/Wall.cs
View file @
6388d74e
...
...
@@ -4,18 +4,32 @@ using UnityEngine;
public
class
Wall
:
MonoBehaviour
{
//public AttackTrigger target;
public
ParticleSystem
ps
;
[
Header
(
"改变模型特效"
)]
public
ParticleSystem
changeModelEffect
;
[
Header
(
"墙的移动"
)]
public
GameObject
targetPath
;
public
int
stepNumberToEnd
=
30
;
public
bool
isMove
=
false
;
public
bool
isMoveComplete
=
true
;
public
float
Speed
=
10
;
public
float
pathLength
;
public
float
stepLength
;
public
Vector3
tempBeginPos
;
public
Vector3
targetPos
;
void
Start
()
{
pathLength
=
targetPath
.
GetComponent
<
Collider
>().
bounds
.
size
.
z
;
stepLength
=
pathLength
/
stepNumberToEnd
;
tempBeginPos
=
transform
.
position
;
targetPos
=
transform
.
position
+
new
Vector3
(
0
,
0
,
stepLength
);
}
private
void
OnTriggerEnter
(
Collider
other
)
{
if
(
other
.
name
==
"PathEndTrigger"
)
{
ParticleSystem
particleSystem
=
Instantiate
(
ps
,
transform
.
position
+
new
Vector3
(
0
,
2
,
0
),
transform
.
rotation
);
ParticleSystem
particleSystem
=
Instantiate
(
changeModelEffect
,
transform
.
position
+
new
Vector3
(
0
,
2
,
0
),
transform
.
rotation
);
particleSystem
.
gameObject
.
AddComponent
<
DestroyMySel
>();
particleSystem
.
transform
.
localScale
=
new
Vector3
(
2
,
2
,
2
);
particleSystem
.
Play
();
...
...
@@ -26,6 +40,49 @@ public class Wall : MonoBehaviour
void
Update
()
{
if
(
isMove
==
false
)
{
tempBeginPos
=
transform
.
position
;
targetPos
=
transform
.
position
+
new
Vector3
(
0
,
0
,
stepLength
);
isMoveComplete
=
true
;
}
else
{
//均速移动一定的距离
if
(
targetPos
.
z
-
transform
.
position
.
z
>
Speed
/
20.0
)
//速度太快会有问题。
{
isMoveComplete
=
false
;
//transform.position = Vector3.Lerp(tempBeginPos, targetPos, timer/stepLengthCoseTime);
transform
.
position
+=(
targetPos
-
tempBeginPos
)
*
Time
.
deltaTime
*
1
/(
stepLength
/
Speed
);
}
else
{
isMove
=
false
;
isMoveComplete
=
true
;
transform
.
position
=
targetPos
;
tempBeginPos
=
transform
.
position
;
targetPos
=
transform
.
position
+
new
Vector3
(
0
,
0
,
stepLength
);
}
}
}
public
void
Move
()
{
}
public
int
MakeWallMove
()
{
if
(!
isMoveComplete
)
{
//墙还在移动中
return
0
;
}
else
{
//墙静止
isMove
=
true
;
isMoveComplete
=
false
;
return
1
;
}
}
}
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