Commit baadb64f authored by czy's avatar czy

物理模拟击退效果,

parent 362a1dd4
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public int tempFoodNumber = 0;
public Rigidbody rig;
private Vector3 DistanceByForce = new Vector3(0, 0, 0);//在各个方向上的位移(模拟力)
// Start is called before the first frame update
void Start()
......@@ -73,6 +75,7 @@ public class AIMove : MonoBehaviour
aiState = AIState.FindFood;
animationManager = GetComponentInChildren<AnimationManager>();
tempFoodNumber = CurrentFood;
rig = GetComponentInChildren<Rigidbody>();
}
......@@ -496,6 +499,22 @@ public class AIMove : MonoBehaviour
//animator.SetBool("Push", false);
//animator.SetBool("Punch", false);
animationManager.ChangeAnimatorState(AnimationState.Vertigo);
//眩晕状态也会被击退
xDelta = 0;
yDelta = 0;
zDelta = 0;
//------------模拟力-----------------------
Vector3 tempDis = DistanceByForce;
DistanceByForce = Vector3.Lerp(DistanceByForce, new Vector3(0, 0, 0), 0.1f);
tempDis -= DistanceByForce;
//print("DistanceByForce:"+ DistanceByForce+ "tempDis:" + tempDis);
xDelta += tempDis.x;
yDelta += tempDis.y;
zDelta += tempDis.z;
//-----------------------------------------
characterController.Move(new Vector3(xDelta, yDelta, zDelta));//移动
}
else
{
......@@ -570,6 +589,16 @@ public class AIMove : MonoBehaviour
angle = -Mathf.Abs(angle);
}
transform.localEulerAngles = new Vector3(0, angle, 0);
//------------模拟力-----------------------
Vector3 tempDis = DistanceByForce;
DistanceByForce = Vector3.Lerp(DistanceByForce, new Vector3(0, 0, 0), 0.1f);
tempDis -= DistanceByForce;
//print("DistanceByForce:"+ DistanceByForce+ "tempDis:" + tempDis);
xDelta += tempDis.x;
yDelta += tempDis.y;
zDelta += tempDis.z;
//-----------------------------------------
//print(targetObj+"AI开始移动:"+ new Vector3(xDelta, yDelta, zDelta));
characterController.Move(new Vector3(xDelta, yDelta, zDelta));//移动
......@@ -649,6 +678,13 @@ public class AIMove : MonoBehaviour
rig.AddForce(Quaternion.Euler(new Vector3(-45, randomAngle+i * 360.0f / number, 0)) * Vector3.forward * Force);
}
}
public void GetHitToBack(Vector3 OtherPostion)
{
Vector3 dic = (transform.position - OtherPostion).normalized * 5;
dic.y = 0;
DistanceByForce = dic;
}
private void OnDestroy()
{
......
......@@ -34,6 +34,7 @@ public class BossAttack : MonoBehaviour
// Update is called once per frame
void Update()
{
print(attackType);
switch (attackType)
{
case AttackType.Null:
......
......@@ -164,7 +164,7 @@ public class BossMove : MonoBehaviour
{
//print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle);
//print("游戏是否结束:"+ BattleCtrl.instance.isEndBattle);
print(bossState);
//print(bossState);
//----技能冷却--------------------------------------------------------------
if (isDeltaTime)
......@@ -256,7 +256,7 @@ public class BossMove : MonoBehaviour
}
else
{
print("LegSweepIsFinsh:" + LegSweepIsFinsh+ "HurricaneKickIsFinsh:"+ HurricaneKickIsFinsh+ "dic >= 10:" + (dic >= 10)+ "dic:" + dic);
//print("LegSweepIsFinsh:" + LegSweepIsFinsh+ "HurricaneKickIsFinsh:"+ HurricaneKickIsFinsh+ "dic >= 10:" + (dic >= 10)+ "dic:" + dic);
print("攻击动画未完成,或者目标在攻击范围");
}
......@@ -290,7 +290,7 @@ public class BossMove : MonoBehaviour
// isHurricaneKick = false;
//}
bossAnimationManager.ChangeAnimatorState(BossAnimationState.HurricaneKick);
bossAttack.attackType = AttackType.HurricaneKick;
//bossAttack.attackType = AttackType.HurricaneKick; //由帧事件开启。
}
else if (dic < 10 && !isDeltaTime2)
{
......
......@@ -53,16 +53,19 @@ public class AttackTrigger : MonoBehaviour
//print(other.name+"受到伤害:");
if (other.tag == "Player")
{
other.gameObject.GetComponentInChildren<PlayerMove>().Hurt(5);
ps= Instantiate(hitEffects, hitPos.transform.position, hitPos.transform.rotation);
other.gameObject.GetComponentInChildren<PlayerMove>().Hurt(3);
other.gameObject.GetComponentInChildren<PlayerMove>().GetHitToBack(Root.transform.position);
ps = Instantiate(hitEffects, hitPos.transform.position, hitPos.transform.rotation);
ps.gameObject.AddComponent<DestroyMySel>();
//Handheld.Vibrate();//手机震动
}
else if (other.tag == "Competitor")
{
other.gameObject.GetComponentInChildren<AIMove>().Hurt(5);
ps=Instantiate(hitEffects, hitPos.transform.position, hitPos.transform.rotation);
print(Root.name+"攻击了:"+other.name);
other.gameObject.GetComponentInChildren<AIMove>().Hurt(3);
other.gameObject.GetComponentInChildren<AIMove>().GetHitToBack(Root.transform.position);
ps =Instantiate(hitEffects, hitPos.transform.position, hitPos.transform.rotation);
ps.gameObject.AddComponent<DestroyMySel>();
if (Root.tag == "Player")
{
......
......@@ -56,7 +56,9 @@ public class PlayerMove : MonoBehaviour
public int tempFoodNumber=0;
public int Count = 0;
public Rigidbody rig;
private Vector3 DistanceByForce=new Vector3(0,0,0);//在各个方向上的位移(模拟力)
// Start is called before the first frame update
void Start()
......@@ -70,6 +72,7 @@ public class PlayerMove : MonoBehaviour
characterController = GetComponentInChildren<CharacterController>();
animationManager = GetComponentInChildren<AnimationManager>();
tempFoodNumber = CurrentFood;
rig = GetComponentInChildren<Rigidbody>();
}
private void OnTriggerEnter(Collider other)
......@@ -164,6 +167,9 @@ public class PlayerMove : MonoBehaviour
ChangeAnimationscaleState(scale);
}
}
//受到伤害
public void Hurt(int hurt)
{
......@@ -296,6 +302,22 @@ public class PlayerMove : MonoBehaviour
//print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle);
//print("游戏是否结束:"+ BattleCtrl.instance.isEndBattle);
//if (Input.GetKeyDown(KeyCode.W))
//{
// DistanceByForce += new Vector3(0,0,5);
//}
//if (Input.GetKeyDown(KeyCode.S))
//{
// DistanceByForce += new Vector3(0, 0, -5);
//}
//if (Input.GetKeyDown(KeyCode.Q))
//{
// DistanceByForce += new Vector3(-5, 0, 0);
//}
//if (Input.GetKeyDown(KeyCode.D))
//{
// DistanceByForce += new Vector3(5, 0, 0);
//}
reduceStep = 0.023f / 0.1f * addScale;
if (!BattleCtrl.instance.isStartBattle)
......@@ -309,9 +331,10 @@ public class PlayerMove : MonoBehaviour
return;
}
RaycastHit hit;
xDelta = 0;
yDelta = 0;
zDelta = 0;
//xDelta = 0;
//yDelta = 0;
//zDelta = 0;
//不在地面上给物体添加一个模拟重力
Grounded = characterController.isGrounded;
if (!Grounded)
......@@ -353,6 +376,23 @@ public class PlayerMove : MonoBehaviour
vertigoEffect.gameObject.SetActive(true);
//AnimationManager(AnimationState.Vertigo);//眩晕动画
animationManager.ChangeAnimatorState(AnimationState.Vertigo);
//眩晕状态也会被击退
xDelta = 0;
yDelta = 0;
zDelta = 0;
//------------模拟力-----------------------
Vector3 tempDis = DistanceByForce;
DistanceByForce = Vector3.Lerp(DistanceByForce, new Vector3(0, 0, 0), 0.1f);
tempDis -= DistanceByForce;
//print("DistanceByForce:"+ DistanceByForce+ "tempDis:" + tempDis);
xDelta += tempDis.x;
yDelta += tempDis.y;
zDelta += tempDis.z;
//-----------------------------------------
characterController.Move(new Vector3(xDelta, yDelta, zDelta));//移动
}
else
{
......@@ -427,10 +467,10 @@ public class PlayerMove : MonoBehaviour
{
//transform.position += transform.right * GameServices.inputService.joyStick.axisX.axisValue * HSpeed * Time.deltaTime;
xDelta += GameServices.inputService.joyStick.axisX.axisValue * VSpeed * Time.deltaTime;
xDelta = GameServices.inputService.joyStick.axisX.axisValue * VSpeed * Time.deltaTime;
//characterController.Move((transform.forward * MoveSpeed + new Vector3(0, _vertSpeed, 0)) * Time.deltaTime + (new Vector3(xDelta, 0, 0)));
}
zDelta += GameServices.inputService.joyStick.axisY.axisValue * VSpeed * Time.deltaTime;
zDelta = GameServices.inputService.joyStick.axisY.axisValue * VSpeed * Time.deltaTime;
if (xDelta!=0||zDelta!=0)
{
//float angle = Vector3.Angle(new Vector3(transform.forward.x, 0, transform.forward.z), new Vector3(xDelta, 0, zDelta));
......@@ -448,6 +488,16 @@ public class PlayerMove : MonoBehaviour
{
characterController.Move(new Vector3(0,0,0));
}
//------------模拟力-----------------------
Vector3 tempDis = DistanceByForce;
DistanceByForce = Vector3.Lerp(DistanceByForce,new Vector3(0,0,0),0.1f);
tempDis -=DistanceByForce;
//print("DistanceByForce:"+ DistanceByForce+ "tempDis:" + tempDis);
xDelta += tempDis.x;
yDelta += tempDis.y;
zDelta += tempDis.z;
//-----------------------------------------
//print("Player开始移动:" + new Vector3(xDelta, yDelta, zDelta));
characterController.Move(new Vector3(xDelta, yDelta, zDelta));//移动
......@@ -493,7 +543,13 @@ public class PlayerMove : MonoBehaviour
}
}
public void GetHitToBack(Vector3 OtherPostion)
{
Vector3 dic = (children.transform.position- OtherPostion).normalized *5;
dic.y = 0;
DistanceByForce = dic;
}
void OnDestroy()
{
......
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