Commit b24f623e authored by czy's avatar czy

Boss动画优化

parent 3c1a7b98
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......@@ -6,16 +6,32 @@ public enum BossAnimationState
{
LegSweep=1,
HurricaneKick=2,
NotAttack=3
NotAttack=3,
}
public class BossAnimationManager : MonoBehaviour
{
private Animator animator;
private float HurricaneKickTimer = 0;
public bool IsFirstHurricaneKickBefor = true;
void Start()
{
animator = GetComponentInChildren<Animator>();
}
private void Update()
{
if (!IsFirstHurricaneKickBefor)
{
HurricaneKickTimer += Time.deltaTime;
}
else
{
HurricaneKickTimer = 0;
}
}
public void ChangeAnimatorState(BossAnimationState state)
{
......@@ -24,20 +40,45 @@ public class BossAnimationManager : MonoBehaviour
{
case BossAnimationState.LegSweep:
IsFirstHurricaneKickBefor = true;
HurricaneKickTimer = 0;
animator.SetBool("HurricaneKick", false);
animator.SetBool("LegSweep", true);
animator.SetFloat("MoveSpeed", 0);
break;
case BossAnimationState.HurricaneKick:
//--------第一次旋转需要停留一秒钟----------------------------------------------
if (IsFirstHurricaneKickBefor)
{
IsFirstHurricaneKickBefor = false;
}
if (HurricaneKickTimer<=1f)
{
print("第一次播放。");
animator.SetBool("IsFirstHurricaneKickBefor", true);
}
else
{
print("不是第一次播放。");
animator.SetBool("IsFirstHurricaneKickBefor", false);
animator.SetBool("HurricaneKickBefor", true);
animator.SetBool("HurricaneKick", true);
animator.SetBool("LegSweep", false);
animator.SetFloat("MoveSpeed", 0) ;
animator.SetFloat("MoveSpeed", 0);
}
break;
case BossAnimationState.NotAttack:
IsFirstHurricaneKickBefor = true;
HurricaneKickTimer = 0;
animator.SetBool("HurricaneKick", false);
animator.SetBool("LegSweep", false);
break;
default:
IsFirstHurricaneKickBefor = true;
HurricaneKickTimer = 0;
animator.SetBool("HurricaneKick", false);
animator.SetBool("LegSweep", false);
Debug.LogError(state);
......@@ -45,6 +86,12 @@ public class BossAnimationManager : MonoBehaviour
}
}
//public void SetIsFirstHurricaneKickBefor()
//{
// animator.SetBool("IsFirstHurricaneKickBefor", false);
//}
}
......@@ -21,11 +21,14 @@ public class BossAttack : MonoBehaviour
public AttackType attackType = AttackType.Null;
private Animator animator;
public BossAnimationManager bossAnimationManager;
// Start is called before the first frame update
void Start()
{
animator= GetComponentInChildren<Animator>();
}
// Update is called once per frame
......@@ -63,6 +66,16 @@ public class BossAttack : MonoBehaviour
print("改变boss攻击状态为:"+attackType);
}
public void HurricaneKickBeforEnable()
{
animator.SetBool("HurricaneKickBefor", false);
}
/// <summary>
/// HurricaneKickBefor状态结束时调用。
/// </summary>
public void HurricaneKickBeforEnd()
{
animator.SetBool("HurricaneKickBefor", false);
animator.SetBool("HurricaneKick", true);
}
}
......@@ -34,7 +34,7 @@ public class BossAttackDamageRange : MonoBehaviour
other.gameObject.GetComponentInChildren<AIMove>().Hurt(0.5f);
ps = Instantiate(hitEffects, hitPos, transform.rotation);
ps.gameObject.AddComponent<DestroyMySel>();
Handheld.Vibrate();//手机震动
//Handheld.Vibrate();//手机震动
}
}
......
......@@ -35,7 +35,7 @@ public class BossMove : MonoBehaviour
[Header("旋风腿")]
[Tooltip("旋风腿持续时间")]
public float HurricaneKickDuration = 3;
public float HurricaneKickDuration = 1.5f;
public float CurrentHurricaneKickDuration=0;
[Tooltip("旋风腿冷却时间")]
public float HurricaneKickCoolingTime =5;
......@@ -45,8 +45,8 @@ public class BossMove : MonoBehaviour
[Header("扫腿")]
[Tooltip("扫腿冷却时间")]
public float LegSweepDuration = 2;
public float CurrentLegSweepDuration = 0;
public float LegSweepCoolingTime = 3;
public float CurrentLegSweepCoolingTime = 0;
[Tooltip("扫腿技能是否处于冷却中")]
public bool isDeltaTime2 = false;
......@@ -57,6 +57,9 @@ public class BossMove : MonoBehaviour
private bool IsCanMove = true;
private bool isHurricaneKick = false;
public ParticleSystem ps;
public ParticleSystem ps2;
......@@ -159,10 +162,12 @@ public class BossMove : MonoBehaviour
if (isDeltaTime2)
{
//扫腿处于冷却中。
CurrentLegSweepDuration += Time.deltaTime;
if (CurrentLegSweepDuration >= LegSweepDuration)
print("扫腿冷却中");
CurrentLegSweepCoolingTime += Time.deltaTime;
if (CurrentLegSweepCoolingTime >= LegSweepCoolingTime)
{
CurrentLegSweepDuration = 0;
print("扫腿冷却完毕");
CurrentLegSweepCoolingTime = 0;
isDeltaTime2 = false;
}
}
......@@ -234,6 +239,9 @@ public class BossMove : MonoBehaviour
{
//附近有2个人就触发,技能好了就等待,当前播放的动画不是扫腿就开始播放旋风腿。
print("旋风腿");
ps.Play();
ps2.Play();
CurrentHurricaneKickDuration += Time.deltaTime;//旋风腿持续时间减少
if (CurrentHurricaneKickDuration >= HurricaneKickDuration)
{
......@@ -241,6 +249,8 @@ public class BossMove : MonoBehaviour
isDeltaTime = true;
isHurricaneKick = false;
//重新计时冷却时间
ps.Stop();
ps2.Stop();
CurrentHurricaneKickCoolingTime = 0;
CurrentHurricaneKickDuration = 0;
}
......
......@@ -51,7 +51,7 @@ public class AttackTrigger : MonoBehaviour
other.gameObject.GetComponentInChildren<PlayerMove>().Hurt(0.5f);
ps= Instantiate(hitEffects, hitPos.transform.position, hitPos.transform.rotation);
ps.gameObject.AddComponent<DestroyMySel>();
Handheld.Vibrate();//手机震动
//Handheld.Vibrate();//手机震动
}
else if (other.tag == "Competitor")
......@@ -59,7 +59,11 @@ public class AttackTrigger : MonoBehaviour
other.gameObject.GetComponentInChildren<AIMove>().Hurt(0.5f);
ps=Instantiate(hitEffects, hitPos.transform.position, hitPos.transform.rotation);
ps.gameObject.AddComponent<DestroyMySel>();
if (Root.tag == "Player")
{
Handheld.Vibrate();//手机震动
}
}
else if (other.tag == "Boss")
......@@ -67,7 +71,10 @@ public class AttackTrigger : MonoBehaviour
other.gameObject.GetComponentInChildren<BossMove>().Hurt(1);
ps = Instantiate(hitEffects, hitPos.transform.position, hitPos.transform.rotation);
ps.gameObject.AddComponent<DestroyMySel>();
if (Root.tag == "Player")
{
Handheld.Vibrate();//手机震动
}
if (Root.name == "Player")
{
Root.GetComponentInChildren<PlayerMove>().UpdateScore(2);
......
......@@ -74,6 +74,7 @@ public class PlayerMove : MonoBehaviour
if (other.tag == "Food")
{
//print("吃到食物。");
Handheld.Vibrate();//手机震动
UpdateScore(1);
if (scale >= (1 + MaxFood * addScale))
{
......
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