Commit ac35d6d6 authored by czy's avatar czy

修复旋风腿动画

parent 01127474
......@@ -158,6 +158,8 @@ public class BattleUI : MonoBehaviour
public void NextLevelBtnDown()
{
print("点击NextButton:"+ BattleCtrl.instance.Score+" "+BattleCtrl.instance.targetScore);
SceneManager.LoadScene("Level 1");
BattleCtrl.instance.Score = BattleCtrl.instance.targetScore;
BattleCtrl.instance.updateScore?.Invoke();
print(""+ BattleCtrl.instance.Score);
......
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......@@ -37,13 +37,16 @@ public class AIMove : MonoBehaviour
private GameObject targetObj;
private int RandomFoodNumberToPush = 1;
private int HaveFoodNumber = 0;
[Header("寻路点")]
public GameObject EndPointPos;
public enum AIState
{
FindFood=0, //找食物
GoToPathPos0=1, //去pos0
Push=2, //推墙
TurnBackToPathPos0=3, //返回Pos0
PlayBoss=4
PlayBoss=4,
GoToEndPoint=5
}
public AIState aiState;
private float vertigoTime = 0.0f;
......@@ -271,6 +274,9 @@ public class AIMove : MonoBehaviour
break;
case AIState.GoToEndPoint:
targetObj = EndPointPos;
break;
default:
Debug.LogError(aiState);
......@@ -285,7 +291,30 @@ public class AIMove : MonoBehaviour
if (targetObj != null) //targetObj==null 可能是没有食物。
{
speed = (targetObj.transform.position - transform.position).normalized * VSpeed;
//switch (targetObj.tag)
//{
// case "Food":
// speed = (targetObj.transform.position - transform.position).normalized * VSpeed;
// break;
// case "Boss":
// Vector3 dic = (targetObj.transform.position - transform.position);
// dic = new Vector3(dic.x, 0, dic.z);
// if (dic.sqrMagnitude >= 2.2f * 2.2f) //ai距离Boss 距离的平方为2.2*2.2 时移动,否则就要一个方向,低移动速度。
// {
// speed = (targetObj.transform.position - transform.position).normalized * VSpeed;
// }
// else
// {
// speed = (targetObj.transform.position - transform.position).normalized * 0.1f;
// }
// break;
// default:
// speed = (targetObj.transform.position - transform.position).normalized * VSpeed;
// break;
//}
}
xDelta = speed.x * Time.deltaTime;
zDelta = speed.z * Time.deltaTime;
......@@ -319,7 +348,9 @@ public class AIMove : MonoBehaviour
}
if (GameObject.FindGameObjectWithTag("Boss") == null)
{
//boss死亡,更新动画Punch,去终点。
animationManager.ResetPunch();
aiState = AIState.GoToEndPoint;
}
......@@ -336,7 +367,7 @@ public class AIMove : MonoBehaviour
angle = -Mathf.Abs(angle);
}
transform.localEulerAngles = new Vector3(0, angle, 0);
//print("AI开始移动:"+ new Vector3(xDelta, yDelta, zDelta));
//print(targetObj+"AI开始移动:"+ new Vector3(xDelta, yDelta, zDelta));
characterController.Move(new Vector3(xDelta, yDelta, zDelta));//移动
//移动
......
......@@ -60,7 +60,7 @@ public class BossAttack : MonoBehaviour
public void ChangeAttackType(int i)
{
attackType = (AttackType)i;
print("改变boss攻击状态为:"+attackType);
//print("改变boss攻击状态为:"+attackType);
}
......
......@@ -163,18 +163,19 @@ public class BossMove : MonoBehaviour
if (Vector3.Distance(pos1, pos2) < 10f)
{
isAttacking = true;
//print("boss附近敌人个数:"+ EnemyNumber+"技能是否不能使用:"+ isDeltaTime);
if (EnemyNumber >= 2&& !isDeltaTime)
{
Timer1 -= Time.deltaTime;
if (Timer1 <= 0) isDeltaTime = true; //旋转5秒等待5秒
print("11111111111111");
//print("11111111111111");
animator.SetBool("HurricaneKick", true);
animator.SetBool("LegSweep", false);
bossAttack.attackType = AttackType.HurricaneKick;
}
else
{
print("2222222222222");
//print("2222222222222");
animator.SetBool("HurricaneKick", false);
animator.SetBool("LegSweep", true);
bossAttack.attackType = AttackType.LegSweep;
......@@ -188,6 +189,7 @@ public class BossMove : MonoBehaviour
animator.SetBool("HurricaneKick", false);
//bossAttack.attackType = AttackType.Null;
}
}
else
{
......@@ -214,10 +216,13 @@ public class BossMove : MonoBehaviour
{
xDelta = 0;
zDelta = 0;
//yDelta = 0;
}
print("isAttacking:" + isAttacking+"AI开始移动:" + new Vector3(xDelta, yDelta, zDelta));
//print("isAttacking:" + isAttacking+"Boss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
......
......@@ -18,22 +18,24 @@ public class EndPoint : MonoBehaviour
}
private void OnTriggerEnter(Collider other)
{
if (!BattleCtrl.instance.isStartBattle|| BattleCtrl.instance.isEndBattle|| BattleCtrl.instance.IsScoreSettlementStatus)
if (!BattleCtrl.instance.isStartBattle|| BattleCtrl.instance.isEndBattle)
{
//游戏未开始||游戏已经结束||游戏出于分数结算状态
//游戏未开始||游戏已经结束
return;
}
if (other.tag == "Player")
{
//游戏胜利
//BattleCtrl.instance.OnBattleWin();
BattleCtrl.instance.EnterScoreSettlementStatus("Win");
print("Player先到终点");
BattleCtrl.instance.OnBattleWin();
//BattleCtrl.instance.EnterScoreSettlementStatus("Win");
}
else if (other.tag == "Competitor")
{
//游戏失败
//BattleCtrl.instance.OnBattleFail();
BattleCtrl.instance.EnterScoreSettlementStatus("Fail");
print("Competitor先到终点");
BattleCtrl.instance.OnBattleFail();
//BattleCtrl.instance.EnterScoreSettlementStatus("Fail");
}
}
public void gameWin()
......
......@@ -14,5 +14,6 @@ public class FollowTargetPos : MonoBehaviour
void Update()
{
transform.position = pos.position;
transform.rotation = pos.rotation;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RiseBridge : MonoBehaviour
{
private Animator animator;
void Start()
{
animator = GetComponentInChildren<Animator>();
}
void Update()
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public void RiseBridgeFun()
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animator.SetBool("RiseBridge", true);
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......@@ -48,6 +48,7 @@ public class PlayerMove : MonoBehaviour
public float vertigoTime = 0.0f;
private AnimationManager animationManager;
public RiseBridge riseBridge;
......@@ -311,6 +312,7 @@ public class PlayerMove : MonoBehaviour
if (GameObject.FindGameObjectWithTag("Boss")==null)
{
animationManager.ResetPunch();
riseBridge.RiseBridgeFun();
}
}
......
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