Commit baadb64f authored by czy's avatar czy

物理模拟击退效果,

parent 362a1dd4
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value: 36.388996
objectReference: {fileID: 0}
- target: {fileID: 7987552239307699282, guid: 092b5adfc35664b43a5e216c3aba0c4d,
type: 3}
propertyPath: m_LocalEulerAnglesHint.z
value: 6.8211026
objectReference: {fileID: 0}
- target: {fileID: 8208171171121102517, guid: 092b5adfc35664b43a5e216c3aba0c4d, - target: {fileID: 8208171171121102517, guid: 092b5adfc35664b43a5e216c3aba0c4d,
type: 3} type: 3}
propertyPath: m_Layer propertyPath: m_Layer
...@@ -1808,7 +2093,7 @@ PrefabInstance: ...@@ -1808,7 +2093,7 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 473558, guid: 632339e29e2ddd64aab6f9dd68facc82, type: 3} - target: {fileID: 473558, guid: 632339e29e2ddd64aab6f9dd68facc82, type: 3}
propertyPath: m_LocalRotation.x propertyPath: m_LocalRotation.x
value: -0.7071068 value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 473558, guid: 632339e29e2ddd64aab6f9dd68facc82, type: 3} - target: {fileID: 473558, guid: 632339e29e2ddd64aab6f9dd68facc82, type: 3}
propertyPath: m_LocalRotation.y propertyPath: m_LocalRotation.y
...@@ -1820,7 +2105,7 @@ PrefabInstance: ...@@ -1820,7 +2105,7 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 473558, guid: 632339e29e2ddd64aab6f9dd68facc82, type: 3} - target: {fileID: 473558, guid: 632339e29e2ddd64aab6f9dd68facc82, type: 3}
propertyPath: m_LocalRotation.w propertyPath: m_LocalRotation.w
value: 0.7071068 value: 1
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 473558, guid: 632339e29e2ddd64aab6f9dd68facc82, type: 3} - target: {fileID: 473558, guid: 632339e29e2ddd64aab6f9dd68facc82, type: 3}
propertyPath: m_RootOrder propertyPath: m_RootOrder
...@@ -1828,7 +2113,7 @@ PrefabInstance: ...@@ -1828,7 +2113,7 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 473558, guid: 632339e29e2ddd64aab6f9dd68facc82, type: 3} - target: {fileID: 473558, guid: 632339e29e2ddd64aab6f9dd68facc82, type: 3}
propertyPath: m_LocalEulerAnglesHint.x propertyPath: m_LocalEulerAnglesHint.x
value: -90 value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 473558, guid: 632339e29e2ddd64aab6f9dd68facc82, type: 3} - target: {fileID: 473558, guid: 632339e29e2ddd64aab6f9dd68facc82, type: 3}
propertyPath: m_LocalEulerAnglesHint.y propertyPath: m_LocalEulerAnglesHint.y
...@@ -7487,7 +7772,7 @@ MonoBehaviour: ...@@ -7487,7 +7772,7 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
VSpeed: 10 VSpeed: 10
life: 300 life: 30
scale: 1 scale: 1
MinScale: 0.2 MinScale: 0.2
targetList: targetList:
...@@ -8488,6 +8773,7 @@ MonoBehaviour: ...@@ -8488,6 +8773,7 @@ MonoBehaviour:
topPOS: {fileID: 1074946583} topPOS: {fileID: 1074946583}
Count: 0 Count: 0
tempFoodNumber: 0 tempFoodNumber: 0
rig: {fileID: 0}
--- !u!54 &616173311 --- !u!54 &616173311
Rigidbody: Rigidbody:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
...@@ -11718,6 +12004,7 @@ MonoBehaviour: ...@@ -11718,6 +12004,7 @@ MonoBehaviour:
topPOS: {fileID: 658860373} topPOS: {fileID: 658860373}
tempFoodNumber: 0 tempFoodNumber: 0
Count: 0 Count: 0
rig: {fileID: 0}
--- !u!4 &883198006 --- !u!4 &883198006
Transform: Transform:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
...@@ -16961,7 +17248,7 @@ GameObject: ...@@ -16961,7 +17248,7 @@ GameObject:
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
m_StaticEditorFlags: 0 m_StaticEditorFlags: 0
m_IsActive: 1 m_IsActive: 0
--- !u!224 &1290525174 --- !u!224 &1290525174
RectTransform: RectTransform:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
...@@ -17650,6 +17937,7 @@ MonoBehaviour: ...@@ -17650,6 +17937,7 @@ MonoBehaviour:
topPOS: {fileID: 861607386} topPOS: {fileID: 861607386}
Count: 0 Count: 0
tempFoodNumber: 0 tempFoodNumber: 0
rig: {fileID: 0}
--- !u!54 &1342203614 --- !u!54 &1342203614
Rigidbody: Rigidbody:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
...@@ -38346,7 +38634,7 @@ GameObject: ...@@ -38346,7 +38634,7 @@ GameObject:
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
m_StaticEditorFlags: 0 m_StaticEditorFlags: 0
m_IsActive: 1 m_IsActive: 0
--- !u!224 &6064464677770921088 --- !u!224 &6064464677770921088
RectTransform: RectTransform:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
...@@ -50,7 +50,7 @@ MeshRenderer: ...@@ -50,7 +50,7 @@ MeshRenderer:
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7483224581113721909} m_GameObject: {fileID: 7483224581113721909}
m_Enabled: 1 m_Enabled: 0
m_CastShadows: 1 m_CastShadows: 1
m_ReceiveShadows: 1 m_ReceiveShadows: 1
m_DynamicOccludee: 1 m_DynamicOccludee: 1
......
...@@ -50,7 +50,7 @@ MeshRenderer: ...@@ -50,7 +50,7 @@ MeshRenderer:
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6039842180593449807} m_GameObject: {fileID: 6039842180593449807}
m_Enabled: 1 m_Enabled: 0
m_CastShadows: 1 m_CastShadows: 1
m_ReceiveShadows: 1 m_ReceiveShadows: 1
m_DynamicOccludee: 1 m_DynamicOccludee: 1
......
...@@ -61,6 +61,8 @@ public class AIMove : MonoBehaviour ...@@ -61,6 +61,8 @@ public class AIMove : MonoBehaviour
public GameObject topPOS; public GameObject topPOS;
public int Count = 0; public int Count = 0;
public int tempFoodNumber = 0; 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 // Start is called before the first frame update
void Start() void Start()
...@@ -73,6 +75,7 @@ public class AIMove : MonoBehaviour ...@@ -73,6 +75,7 @@ public class AIMove : MonoBehaviour
aiState = AIState.FindFood; aiState = AIState.FindFood;
animationManager = GetComponentInChildren<AnimationManager>(); animationManager = GetComponentInChildren<AnimationManager>();
tempFoodNumber = CurrentFood; tempFoodNumber = CurrentFood;
rig = GetComponentInChildren<Rigidbody>();
} }
...@@ -496,6 +499,22 @@ public class AIMove : MonoBehaviour ...@@ -496,6 +499,22 @@ public class AIMove : MonoBehaviour
//animator.SetBool("Push", false); //animator.SetBool("Push", false);
//animator.SetBool("Punch", false); //animator.SetBool("Punch", false);
animationManager.ChangeAnimatorState(AnimationState.Vertigo); 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 else
{ {
...@@ -570,6 +589,16 @@ public class AIMove : MonoBehaviour ...@@ -570,6 +589,16 @@ public class AIMove : MonoBehaviour
angle = -Mathf.Abs(angle); angle = -Mathf.Abs(angle);
} }
transform.localEulerAngles = new Vector3(0, angle, 0); 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)); //print(targetObj+"AI开始移动:"+ new Vector3(xDelta, yDelta, zDelta));
characterController.Move(new Vector3(xDelta, yDelta, zDelta));//移动 characterController.Move(new Vector3(xDelta, yDelta, zDelta));//移动
...@@ -649,6 +678,13 @@ public class AIMove : MonoBehaviour ...@@ -649,6 +678,13 @@ public class AIMove : MonoBehaviour
rig.AddForce(Quaternion.Euler(new Vector3(-45, randomAngle+i * 360.0f / number, 0)) * Vector3.forward * Force); 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() private void OnDestroy()
{ {
......
...@@ -34,6 +34,7 @@ public class BossAttack : MonoBehaviour ...@@ -34,6 +34,7 @@ public class BossAttack : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
print(attackType);
switch (attackType) switch (attackType)
{ {
case AttackType.Null: case AttackType.Null:
......
...@@ -164,7 +164,7 @@ public class BossMove : MonoBehaviour ...@@ -164,7 +164,7 @@ public class BossMove : MonoBehaviour
{ {
//print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle); //print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle);
//print("游戏是否结束:"+ BattleCtrl.instance.isEndBattle); //print("游戏是否结束:"+ BattleCtrl.instance.isEndBattle);
print(bossState); //print(bossState);
//----技能冷却-------------------------------------------------------------- //----技能冷却--------------------------------------------------------------
if (isDeltaTime) if (isDeltaTime)
...@@ -256,7 +256,7 @@ public class BossMove : MonoBehaviour ...@@ -256,7 +256,7 @@ public class BossMove : MonoBehaviour
} }
else 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"); 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 ...@@ -290,7 +290,7 @@ public class BossMove : MonoBehaviour
// isHurricaneKick = false; // isHurricaneKick = false;
//} //}
bossAnimationManager.ChangeAnimatorState(BossAnimationState.HurricaneKick); bossAnimationManager.ChangeAnimatorState(BossAnimationState.HurricaneKick);
bossAttack.attackType = AttackType.HurricaneKick; //bossAttack.attackType = AttackType.HurricaneKick; //由帧事件开启。
} }
else if (dic < 10 && !isDeltaTime2) else if (dic < 10 && !isDeltaTime2)
{ {
......
...@@ -53,16 +53,19 @@ public class AttackTrigger : MonoBehaviour ...@@ -53,16 +53,19 @@ public class AttackTrigger : MonoBehaviour
//print(other.name+"受到伤害:"); //print(other.name+"受到伤害:");
if (other.tag == "Player") if (other.tag == "Player")
{ {
other.gameObject.GetComponentInChildren<PlayerMove>().Hurt(5); other.gameObject.GetComponentInChildren<PlayerMove>().Hurt(3);
ps= Instantiate(hitEffects, hitPos.transform.position, hitPos.transform.rotation); other.gameObject.GetComponentInChildren<PlayerMove>().GetHitToBack(Root.transform.position);
ps = Instantiate(hitEffects, hitPos.transform.position, hitPos.transform.rotation);
ps.gameObject.AddComponent<DestroyMySel>(); ps.gameObject.AddComponent<DestroyMySel>();
//Handheld.Vibrate();//手机震动 //Handheld.Vibrate();//手机震动
} }
else if (other.tag == "Competitor") else if (other.tag == "Competitor")
{ {
other.gameObject.GetComponentInChildren<AIMove>().Hurt(5); print(Root.name+"攻击了:"+other.name);
ps=Instantiate(hitEffects, hitPos.transform.position, hitPos.transform.rotation); 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>(); ps.gameObject.AddComponent<DestroyMySel>();
if (Root.tag == "Player") if (Root.tag == "Player")
{ {
......
...@@ -56,7 +56,9 @@ public class PlayerMove : MonoBehaviour ...@@ -56,7 +56,9 @@ public class PlayerMove : MonoBehaviour
public int tempFoodNumber=0; public int tempFoodNumber=0;
public int Count = 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 // Start is called before the first frame update
void Start() void Start()
...@@ -70,6 +72,7 @@ public class PlayerMove : MonoBehaviour ...@@ -70,6 +72,7 @@ public class PlayerMove : MonoBehaviour
characterController = GetComponentInChildren<CharacterController>(); characterController = GetComponentInChildren<CharacterController>();
animationManager = GetComponentInChildren<AnimationManager>(); animationManager = GetComponentInChildren<AnimationManager>();
tempFoodNumber = CurrentFood; tempFoodNumber = CurrentFood;
rig = GetComponentInChildren<Rigidbody>();
} }
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
...@@ -164,6 +167,9 @@ public class PlayerMove : MonoBehaviour ...@@ -164,6 +167,9 @@ public class PlayerMove : MonoBehaviour
ChangeAnimationscaleState(scale); ChangeAnimationscaleState(scale);
} }
} }
//受到伤害 //受到伤害
public void Hurt(int hurt) public void Hurt(int hurt)
{ {
...@@ -289,13 +295,29 @@ public class PlayerMove : MonoBehaviour ...@@ -289,13 +295,29 @@ public class PlayerMove : MonoBehaviour
CancelInvoke("DelayMoveHandle"); CancelInvoke("DelayMoveHandle");
} }
} }
private void FixedUpdate() private void FixedUpdate()
{ {
//print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle); //print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle);
//print("游戏是否结束:"+ BattleCtrl.instance.isEndBattle); //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; reduceStep = 0.023f / 0.1f * addScale;
if (!BattleCtrl.instance.isStartBattle) if (!BattleCtrl.instance.isStartBattle)
...@@ -309,9 +331,10 @@ public class PlayerMove : MonoBehaviour ...@@ -309,9 +331,10 @@ public class PlayerMove : MonoBehaviour
return; return;
} }
RaycastHit hit; RaycastHit hit;
xDelta = 0; //xDelta = 0;
yDelta = 0; //yDelta = 0;
zDelta = 0; //zDelta = 0;
//不在地面上给物体添加一个模拟重力 //不在地面上给物体添加一个模拟重力
Grounded = characterController.isGrounded; Grounded = characterController.isGrounded;
if (!Grounded) if (!Grounded)
...@@ -353,6 +376,23 @@ public class PlayerMove : MonoBehaviour ...@@ -353,6 +376,23 @@ public class PlayerMove : MonoBehaviour
vertigoEffect.gameObject.SetActive(true); vertigoEffect.gameObject.SetActive(true);
//AnimationManager(AnimationState.Vertigo);//眩晕动画 //AnimationManager(AnimationState.Vertigo);//眩晕动画
animationManager.ChangeAnimatorState(AnimationState.Vertigo); 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 else
{ {
...@@ -427,10 +467,10 @@ public class PlayerMove : MonoBehaviour ...@@ -427,10 +467,10 @@ public class PlayerMove : MonoBehaviour
{ {
//transform.position += transform.right * GameServices.inputService.joyStick.axisX.axisValue * HSpeed * Time.deltaTime; //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))); //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) 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(new Vector3(transform.forward.x, 0, transform.forward.z), new Vector3(xDelta, 0, zDelta));
...@@ -448,6 +488,16 @@ public class PlayerMove : MonoBehaviour ...@@ -448,6 +488,16 @@ public class PlayerMove : MonoBehaviour
{ {
characterController.Move(new Vector3(0,0,0)); 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)); //print("Player开始移动:" + new Vector3(xDelta, yDelta, zDelta));
characterController.Move(new Vector3(xDelta, yDelta, zDelta));//移动 characterController.Move(new Vector3(xDelta, yDelta, zDelta));//移动
...@@ -493,7 +543,13 @@ public class PlayerMove : MonoBehaviour ...@@ -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() void OnDestroy()
{ {
......
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