Commit 737e03ba authored by czy's avatar czy

跑步动画,相机优化

parent c56b9d8c
...@@ -39,7 +39,7 @@ public class FollowTarget : MonoBehaviour ...@@ -39,7 +39,7 @@ public class FollowTarget : MonoBehaviour
[Tooltip("控制摄像机的旋转角度")] [Tooltip("控制摄像机的旋转角度")]
public Vector3 rotationVector3; public Vector3 rotationVector3;
private Vector3 tt; private Vector3 tt;
//public float smood=10; public float smood=10;
public Transform target; public Transform target;
...@@ -60,13 +60,13 @@ public class FollowTarget : MonoBehaviour ...@@ -60,13 +60,13 @@ public class FollowTarget : MonoBehaviour
backDis = ConfigurationFile.instance.backDis; backDis = ConfigurationFile.instance.backDis;
upDis = ConfigurationFile.instance.upDis; upDis = ConfigurationFile.instance.upDis;
//Vector3 followPoint = target.position + Vector3.up * upDis - target.forward * backDis; Vector3 followPoint = target.position + Vector3.up * upDis - target.forward * backDis;
//transform.position = followPoint;
//transform.position = Vector3.Lerp(transform.position, followPoint,Time.deltaTime*smood);//平滑移动
//transform.LookAt(target);
Vector3 followPoint = new Vector3(0,0, target.position.z) + Vector3.up * upDis - target.forward * backDis;//照相机不左右移动
transform.position = followPoint; transform.position = followPoint;
transform.position = Vector3.Lerp(transform.position, followPoint, Time.deltaTime * smood);//平滑移动
transform.LookAt(target);
//旋转 //旋转
//transform.Rotate(RotateVector3); //在update中将会一直旋转 //transform.Rotate(RotateVector3); //在update中将会一直旋转
//Vector3 temp = Vector3.Lerp(transform.rotation.eulerAngles, rotationVector3, 0.01f); //Vector3 temp = Vector3.Lerp(transform.rotation.eulerAngles, rotationVector3, 0.01f);
......
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......
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...@@ -68,6 +68,8 @@ public class PlayerMove : MonoBehaviour ...@@ -68,6 +68,8 @@ public class PlayerMove : MonoBehaviour
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
...@@ -220,13 +222,7 @@ public class PlayerMove : MonoBehaviour ...@@ -220,13 +222,7 @@ public class PlayerMove : MonoBehaviour
RaycastHit hit; RaycastHit hit;
//移动
MoveSpeed = VSpeed + (AddSpeed * (SpeedLevel-1));
//是否在地面
Grounded = characterController.isGrounded;
animator.SetFloat("MoveSpeed", MoveSpeed);
animator.SetBool("Grounded", Grounded);
xDelta = 0; xDelta = 0;
yDelta = 0; yDelta = 0;
...@@ -330,7 +326,28 @@ public class PlayerMove : MonoBehaviour ...@@ -330,7 +326,28 @@ public class PlayerMove : MonoBehaviour
//characterController.Move((transform.forward * MoveSpeed + new Vector3(0, _vertSpeed, 0)) * Time.deltaTime + (new Vector3(xDelta, 0, 0))); //characterController.Move((transform.forward * MoveSpeed + new Vector3(0, _vertSpeed, 0)) * Time.deltaTime + (new Vector3(xDelta, 0, 0)));
} }
zDelta += GameServices.inputService.joyStick.axisY.axisValue * HSpeed * Time.deltaTime; zDelta += GameServices.inputService.joyStick.axisY.axisValue * HSpeed * Time.deltaTime;
characterController.Move(new Vector3(xDelta, yDelta, zDelta)); if (xDelta!=0||zDelta!=0)
{
//float angle = Vector3.Angle(new Vector3(transform.forward.x, 0, transform.forward.z), new Vector3(xDelta, 0, zDelta));
float angle = Vector3.Angle(Vector3.forward, new Vector3(xDelta, 0, zDelta));
if (xDelta < 0)
{
angle = -Mathf.Abs(angle);
}
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
}
//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);
} }
......

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum WallType
{
reward=10,
punish=-10
}
/// <summary>
/// 随机控制经过wall的奖惩情况,并控制不同的材质球。
/// </summary>
public class Wall : MonoBehaviour
{
public Material rewardMaterial; //奖励
public Material punishMaterial;//惩罚
private WallType type = WallType.reward;
void Start()
{
int random=Random.Range(0, 2); //0 1 不包括2
//print("随机数:"+random);
if (random ==0)
{
this.type = WallType.punish;
Renderer[] renders = GetComponentsInChildren<Renderer>();
foreach (var i in renders)
{
i.material = punishMaterial;
}
}
else if (random ==1)
{
this.type = WallType.reward;
Renderer[] renders = GetComponentsInChildren<Renderer>();
foreach (var i in renders)
{
i.material = rewardMaterial;
}
}
}
void Update()
{
//print("0或者1:"+Random.Range(0, 2));
//print("[0,2)的小数:" + Random.Range(0.0f, 2.0f));
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Player")
{
switch (type)
{
case WallType.reward: BattleCtrl.instance.Score += (int)WallType.reward; break;
case WallType.punish: BattleCtrl.instance.Score += (int)WallType.punish; break;
default: break;
}
//print("(int)WallType.reward:" + (int)WallType.reward);
//print("(int)WallType.punish:" + (int)WallType.punish);
BattleCtrl.instance.updateScore?.Invoke();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Wall : MonoBehaviour
{
public ParticleSystem ps;
void Start()
{
}
private void OnTriggerEnter(Collider other)
{
if (other.name == "PathEndTrigger")
{
ParticleSystem particleSystem= Instantiate(ps, transform.position, transform.rotation);
particleSystem.gameObject.AddComponent<DestroyMySel>();
particleSystem.Play();
Destroy(gameObject);
}
}
void Update()
{
}
}
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{ {
"dependencies": { "dependencies": {
"com.unity.cinemachine": "2.7.3",
"com.unity.collab-proxy": "1.2.16", "com.unity.collab-proxy": "1.2.16",
"com.unity.ide.rider": "1.1.4", "com.unity.ide.rider": "1.1.4",
"com.unity.ide.vscode": "1.2.0", "com.unity.ide.vscode": "1.2.0",
......
C:\Program Files\Java\jre1.8.0_74\bin>keytool -exportcert -alias androiddebugkey -keystore D:\Android_keystore\user.keystore | C:\openss1-0.9.8k_X64\bin\openssl shal -binary |C:\openssl-0.9.8k_X64\bin\openssl base64
mBiKXr2MyG2TrTkTYfnKF/eLFuM=
com.facebook.unity.FBUnityDeepLinkingActivity
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