Commit cc11110e authored by czy's avatar czy

修复boss动画,跳舞,爆食物。

parent b24f623e
...@@ -201,7 +201,7 @@ public class BattleCtrl : MonoBehaviour ...@@ -201,7 +201,7 @@ public class BattleCtrl : MonoBehaviour
/// <param name="levelIndex"></param> /// <param name="levelIndex"></param>
void LoadLevel(int levelIndex) void LoadLevel(int levelIndex)
{ {
print("加载关卡:"+levelIndex); //print("加载关卡:"+levelIndex);
m_levelManager.LoadLevel(levelIndex); m_levelManager.LoadLevel(levelIndex);
} }
......
...@@ -133,7 +133,7 @@ public class BattleUI : MonoBehaviour ...@@ -133,7 +133,7 @@ public class BattleUI : MonoBehaviour
void LoadCurLevel() void LoadCurLevel()
{ {
LoadSceneLevel1(); LoadSceneLevel1();
//print("隐藏战斗UI");
//UI的显示和隐藏 //UI的显示和隐藏
m_loseObj.SetActive(false); m_loseObj.SetActive(false);
m_battleObj.SetActive(false); m_battleObj.SetActive(false);
...@@ -150,6 +150,7 @@ public class BattleUI : MonoBehaviour ...@@ -150,6 +150,7 @@ public class BattleUI : MonoBehaviour
void TryAgainLevel() void TryAgainLevel()
{ {
LoadSceneLevel1(); LoadSceneLevel1();
//print("隐藏战斗UI");
//UI的显示和隐藏 //UI的显示和隐藏
m_loseObj.SetActive(false); m_loseObj.SetActive(false);
...@@ -175,6 +176,8 @@ public class BattleUI : MonoBehaviour ...@@ -175,6 +176,8 @@ public class BattleUI : MonoBehaviour
} }
public void NextLevel() public void NextLevel()
{ {
//print("隐藏战斗UI");
m_successObj.SetActive(false); m_successObj.SetActive(false);
m_battleObj.SetActive(false); m_battleObj.SetActive(false);
m_startLogoObj.SetActive(true); m_startLogoObj.SetActive(true);
...@@ -191,7 +194,7 @@ public class BattleUI : MonoBehaviour ...@@ -191,7 +194,7 @@ public class BattleUI : MonoBehaviour
//开始游戏 //开始游戏
void StartBtn() void StartBtn()
{ {
print("点击开始按钮"); //print("点击开始按钮");
onStartBtn?.Invoke(); onStartBtn?.Invoke();
//m_startBtn.gameObject.SetActive(false); //m_startBtn.gameObject.SetActive(false);
m_startLogoObj.SetActive(false); m_startLogoObj.SetActive(false);
...@@ -368,6 +371,14 @@ public class BattleUI : MonoBehaviour ...@@ -368,6 +371,14 @@ public class BattleUI : MonoBehaviour
//设置战斗UI状态 //设置战斗UI状态
public void SetBattleObjState(bool bool_) public void SetBattleObjState(bool bool_)
{ {
//if (bool_)
//{
// print("显示战斗UI");
//}
//else
//{
// print("隐藏战斗UI");
//}
//print("显示m_battleObj:"+bool_); //print("显示m_battleObj:"+bool_);
m_battleObj.SetActive(bool_); m_battleObj.SetActive(bool_);
//m_successResultObj.SetActive(bool_); //m_successResultObj.SetActive(bool_);
......
using System.Collections; //using System.Collections;
using System.Collections.Generic; //using System.Collections.Generic;
using UnityEngine; //using UnityEngine;
public class TestGestureAround : MonoBehaviour //public class TestGestureAround : MonoBehaviour
{ //{
public BattleUI m_battleUi; // public BattleUI m_battleUi;
public bool bIsClockWise; // public bool bIsClockWise;
//public Camera camGestureTest; // //public Camera camGestureTest;
//public GameObject objRotateTarget; // //public GameObject objRotateTarget;
public float fGestureRadius = 50; // public float fGestureRadius = 50;
public float fGestureRadiusFix = 10; // public float fGestureRadiusFix = 10;
public float fRotateFactor = 500f;//旋转系数 // public float fRotateFactor = 500f;//旋转系数
private Vector3 _v3AroundCenterPoint = new Vector3(Screen.width/2,Screen.height-100,0); // private Vector3 _v3AroundCenterPoint = new Vector3(Screen.width/2,Screen.height-100,0);
private bool _bGesturing; // private bool _bGesturing;
private Vector3 _v3LastStarPoint; // private Vector3 _v3LastStarPoint;
private float _fSampleDisThreshold; // private float _fSampleDisThreshold;
private List<Vector3> _inputGesturePhases = new List<Vector3>(); // private List<Vector3> _inputGesturePhases = new List<Vector3>();
private float _fTotalRotate; // private float _fTotalRotate;
private int m_index = 0; // private int m_index = 0;
System.Action OnRotateFinish; // System.Action OnRotateFinish;
// Use this for initialization // // Use this for initialization
void Awake() // void Awake()
{ // {
_fSampleDisThreshold = 10;//(2*PI/24),PI~=3 // _fSampleDisThreshold = 10;//(2*PI/24),PI~=3
//_v3AroundCenterPoint = camGestureTest.WorldToScreenPoint(objRotateTarget.transform.position); // //_v3AroundCenterPoint = camGestureTest.WorldToScreenPoint(objRotateTarget.transform.position);
_fTotalRotate = 0; // _fTotalRotate = 0;
} // }
// Update is called once per frame // // Update is called once per frame
void Update() // void Update()
{ // {
if (Input.GetMouseButtonDown(0)) // if (Input.GetMouseButtonDown(0))
{ // {
_bGesturing = true; // _bGesturing = true;
_v3LastStarPoint = Input.mousePosition; // _v3LastStarPoint = Input.mousePosition;
} // }
else if (Input.GetMouseButtonUp(0)) // else if (Input.GetMouseButtonUp(0))
{ // {
_bGesturing = false; // _bGesturing = false;
_fTotalRotate = 0; // _fTotalRotate = 0;
_inputGesturePhases.Clear(); // _inputGesturePhases.Clear();
} // }
if (_bGesturing) // if (_bGesturing)
{ // {
//支持一个大概的圆形区,空心处理的小一点,就用修正值了 // //支持一个大概的圆形区,空心处理的小一点,就用修正值了
if (Vector3.Distance(_v3AroundCenterPoint, Input.mousePosition) < fGestureRadius + fGestureRadiusFix && // if (Vector3.Distance(_v3AroundCenterPoint, Input.mousePosition) < fGestureRadius + fGestureRadiusFix &&
Vector3.Distance(_v3AroundCenterPoint, Input.mousePosition) > fGestureRadiusFix) // Vector3.Distance(_v3AroundCenterPoint, Input.mousePosition) > fGestureRadiusFix)
{ // {
var deltaVec = Input.mousePosition - _v3LastStarPoint; // var deltaVec = Input.mousePosition - _v3LastStarPoint;
if (deltaVec.sqrMagnitude > _fSampleDisThreshold * _fSampleDisThreshold)//超过阈值,记录一下 // if (deltaVec.sqrMagnitude > _fSampleDisThreshold * _fSampleDisThreshold)//超过阈值,记录一下
{ // {
_inputGesturePhases.Add(deltaVec); // _inputGesturePhases.Add(deltaVec);
if (_inputGesturePhases.Count > 1) // if (_inputGesturePhases.Count > 1)
{ // {
int curCount = _inputGesturePhases.Count; // int curCount = _inputGesturePhases.Count;
float multiDot = Vector3.Dot(_inputGesturePhases[curCount - 1], _inputGesturePhases[curCount - 2]); // float multiDot = Vector3.Dot(_inputGesturePhases[curCount - 1], _inputGesturePhases[curCount - 2]);
Vector3 multiCross = Vector3.Cross(_inputGesturePhases[curCount - 1], _inputGesturePhases[curCount - 2]); // Vector3 multiCross = Vector3.Cross(_inputGesturePhases[curCount - 1], _inputGesturePhases[curCount - 2]);
if (multiDot <= 0)//画圆只能是锐角 // if (multiDot <= 0)//画圆只能是锐角
{ // {
_inputGesturePhases.Clear(); // _inputGesturePhases.Clear();
} // }
else if (multiCross.z == 0 || (multiCross.z > 0 && !bIsClockWise) || (multiCross.z < 0 && bIsClockWise))//叉积右手法则,顺时针后一条叉前一条,z应该是正,z是0表示平行 // else if (multiCross.z == 0 || (multiCross.z > 0 && !bIsClockWise) || (multiCross.z < 0 && bIsClockWise))//叉积右手法则,顺时针后一条叉前一条,z应该是正,z是0表示平行
{ // {
_inputGesturePhases.Clear(); // _inputGesturePhases.Clear();
} // }
else // else
{ // {
//通过上面几个条件测试表示是正在画一个圆,可以转动物体了 // //通过上面几个条件测试表示是正在画一个圆,可以转动物体了
float rotateZ = bIsClockWise ? -1 * fRotateFactor * Time.deltaTime : 1 * fRotateFactor * Time.deltaTime; // float rotateZ = bIsClockWise ? -1 * fRotateFactor * Time.deltaTime : 1 * fRotateFactor * Time.deltaTime;
_fTotalRotate += rotateZ; // _fTotalRotate += rotateZ;
//objRotateTarget.transform.Rotate(new Vector3(0, 0, rotateZ)); // //objRotateTarget.transform.Rotate(new Vector3(0, 0, rotateZ));
_v3LastStarPoint = Input.mousePosition; // _v3LastStarPoint = Input.mousePosition;
//Debug.LogError(_fTotalRotate); // //Debug.LogError(_fTotalRotate);
if (Mathf.Abs(_fTotalRotate) > 360) // if (Mathf.Abs(_fTotalRotate) > 360)
{ // {
m_index++; // m_index++;
if (m_index % 2 == 0) // if (m_index % 2 == 0)
{ // {
m_battleUi.SetBattleObjState(true); // m_battleUi.SetBattleObjState(true);
} // }
else // else
{ // {
m_battleUi.SetBattleObjState(false); // print("隐藏战斗UI,111111111111111:"+gameObject.name);
} // m_battleUi.SetBattleObjState(false);
_fTotalRotate = 0; // }
} // _fTotalRotate = 0;
} // }
} // }
} // }
} // }
else // }
{ // else
_inputGesturePhases.Clear();//乱画就清除路径,重新来过 // {
} // _inputGesturePhases.Clear();//乱画就清除路径,重新来过
} // }
} // }
} // }
//}
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......
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private AnimationManager animationManager; private AnimationManager animationManager;
public int Score=0; public int Score=0;
public bool isMyWin = false;
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void Start() void Start()
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/// </summary> /// </summary>
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if (tempFood != CurrentFood && (CurrentFood == 0 || CurrentFood == 5 || CurrentFood == 10 || CurrentFood == 15 || CurrentFood == 20)) if (tempFood != CurrentFood && (CurrentFood == 0||CurrentFood == 5 || CurrentFood == 10 || CurrentFood == 15 || CurrentFood == 20))
{ {
Scale(scale, scale, scale); Scale(scale, scale, scale);
ParticleSystem ps = Instantiate(changeModeEffect, transform.position, transform.rotation); ParticleSystem ps = Instantiate(changeModeEffect, transform.position, transform.rotation);
ps.gameObject.AddComponent<DestroyMySel>(); ps.gameObject.AddComponent<DestroyMySel>();
if (type == "Hurt")
{
GenerateRandomFoodAroundPos(5, transform.position, 5);//生成5个食物距离为5
}
} }
} }
...@@ -322,29 +332,64 @@ public class AIMove : MonoBehaviour ...@@ -322,29 +332,64 @@ public class AIMove : MonoBehaviour
} }
if (!BattleCtrl.instance.IsScoreSettlementStatus)
xDelta = speed.x * Time.deltaTime;
zDelta = speed.z * Time.deltaTime;
if (vertigoTime > 0)
{ {
//眩晕 xDelta = speed.x * Time.deltaTime;
vertigoTime -= Time.deltaTime; zDelta = speed.z * Time.deltaTime;
vertigoEffect.gameObject.SetActive(true); if (vertigoTime > 0)
//animator.SetBool("Vertigo", true); {
//animator.SetBool("Push", false); //眩晕
//animator.SetBool("Punch", false); vertigoTime -= Time.deltaTime;
animationManager.ChangeAnimatorState(AnimationState.Vertigo); vertigoEffect.gameObject.SetActive(true);
//animator.SetBool("Vertigo", true);
//animator.SetBool("Push", false);
//animator.SetBool("Punch", false);
animationManager.ChangeAnimatorState(AnimationState.Vertigo);
}
else
{
vertigoEffect.gameObject.SetActive(false);
vertigoTime = 0;
//animator.SetBool("Vertigo", false);
animationManager.VertigoToAwake();
Move();
}
} }
else else
{ {
vertigoEffect.gameObject.SetActive(false); print(transform.name+":进入分数结算状态。");
vertigoTime = 0; if (isMyWin)
//animator.SetBool("Vertigo", false); {
animationManager.VertigoToAwake(); //走向跳舞台,并播放跳舞动画
Move(); //DancingPlace
Vector3 pos1 = new Vector3(transform.position.x, 0, transform.position.z);
Vector3 pos2 = new Vector3(DancingPlace.transform.position.x, 0, DancingPlace.transform.position.z);
if (Vector3.Distance(pos1, pos2) < 1)
{
BattleCtrl.instance.ExitScoreSettlementStatus();
print("播放跳舞动画。");
transform.localEulerAngles = new Vector3(0, 180, 0);
animationManager.ChangeAnimatorState(AnimationState.HouseDancing);
}
else
{
print("走向跳舞台。");
transform.LookAt(new Vector3(DancingPlace.transform.position.x, transform.position.y, DancingPlace.transform.position.z));
xDelta = transform.forward.x * VSpeed * Time.deltaTime;
zDelta = transform.forward.z * VSpeed * Time.deltaTime;
characterController.Move(new Vector3(xDelta, yDelta, zDelta));//移动
}
MoveSpeed = Vector3.Distance(Vector3.zero, characterController.velocity);
//是否在地面
Grounded = characterController.isGrounded;
//print("MoveSpeed:" + MoveSpeed+ "characterController.velocity:" + characterController.velocity);
animator.SetFloat("MoveSpeed", MoveSpeed);
animator.SetBool("Grounded", Grounded);
}
} }
...@@ -424,7 +469,31 @@ public class AIMove : MonoBehaviour ...@@ -424,7 +469,31 @@ public class AIMove : MonoBehaviour
return array; return array;
} }
/// <summary>
/// 生成number个随机食物,距离targetPos点距离为radius.
/// </summary>
/// <param name="number"></param>
/// <param name="targetPos"></param>
/// <param name="radius"></param>
public void GenerateRandomFoodAroundPos(int number, Vector3 targetPos, float radius)
{
//return;
for (int i = 0; i < number; i++)
{
GameObject obj = foods[UnityEngine.Random.Range(0, foods.Count)];
GameObject go = Instantiate(obj);
go.GetComponent<BoxCollider>().isTrigger = false;
Rigidbody rig = go.GetComponent<Rigidbody>();
rig.isKinematic = false;
rig.useGravity = true;
Vector3 randomPos = targetPos + new Vector3(0, 2, 0);// + Quaternion.Euler(new Vector3(0, UnityEngine.Random.Range(0, 360), 0)) * Vector3.forward * radius;
//Vector3 randomPos = targetPos;
go.transform.position = randomPos;
go.tag = "Untagged";
go.GetComponent<Food>().isUnNomalFood = true;
rig.AddForce(Quaternion.Euler(new Vector3(UnityEngine.Random.Range(-80, -20), UnityEngine.Random.Range(0, 360), 0)) * Vector3.forward * Force);
}
}
private void OnDestroy() private void OnDestroy()
{ {
......
...@@ -35,7 +35,7 @@ public class BossAnimationManager : MonoBehaviour ...@@ -35,7 +35,7 @@ public class BossAnimationManager : MonoBehaviour
public void ChangeAnimatorState(BossAnimationState state) public void ChangeAnimatorState(BossAnimationState state)
{ {
print(gameObject.name + ",ChangeAnimatorState:" + state); //print(gameObject.name + ",ChangeAnimatorState:" + state);
switch (state) switch (state)
{ {
......
...@@ -63,7 +63,7 @@ public class BossAttack : MonoBehaviour ...@@ -63,7 +63,7 @@ public class BossAttack : MonoBehaviour
public void ChangeAttackType(int i) public void ChangeAttackType(int i)
{ {
attackType = (AttackType)i; attackType = (AttackType)i;
print("改变boss攻击状态为:"+attackType); //print("改变boss攻击状态为:"+attackType);
} }
public void HurricaneKickBeforEnable() public void HurricaneKickBeforEnable()
......
...@@ -53,12 +53,15 @@ public class BossMove : MonoBehaviour ...@@ -53,12 +53,15 @@ public class BossMove : MonoBehaviour
private bool LegSweepIsFinsh = false; private bool LegSweepIsFinsh = false;
private bool HurricaneKickIsFinsh = false; private bool HurricaneKickIsFinsh = false;
private bool HurricaneKickBeforIsFinsh = false;
private bool IsCanRotate = true; private bool IsCanRotate = true;
private bool IsCanMove = true; private bool IsCanMove = true;
private bool isHurricaneKick = false; private bool isHurricaneKick = false;
public ParticleSystem ps; public ParticleSystem ps;
public ParticleSystem ps2; public ParticleSystem ps2;
public int TempInjuries = 0;//受到的伤害
public ParticleSystem changeModeEffect;
...@@ -116,11 +119,18 @@ public class BossMove : MonoBehaviour ...@@ -116,11 +119,18 @@ public class BossMove : MonoBehaviour
{ {
transform.localScale = new Vector3(x, y, x); transform.localScale = new Vector3(x, y, x);
} }
private void PlayChangeModeEffect()
{
//ParticleSystem ps = Instantiate(changeModeEffect, transform.position, transform.rotation);
//ps.gameObject.AddComponent<DestroyMySel>();
changeModeEffect.Play();
}
//受到伤害 //受到伤害
public void Hurt(int hurt) public void Hurt(int hurt)
{ {
life-=hurt; life-=hurt;
if (life <=0) if (life <=0)
{ {
//Boos死亡 //Boos死亡
...@@ -130,14 +140,21 @@ public class BossMove : MonoBehaviour ...@@ -130,14 +140,21 @@ public class BossMove : MonoBehaviour
{ {
scale=MinScale+ (1 - MinScale) / MaxLife * life; scale=MinScale+ (1 - MinScale) / MaxLife * life;
} }
Scale(scale, scale, scale); TempInjuries += hurt;
if (TempInjuries >= 5)
{
TempInjuries = 0;
Scale(scale, scale, scale);
PlayChangeModeEffect();
}
} }
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);
...@@ -162,11 +179,11 @@ public class BossMove : MonoBehaviour ...@@ -162,11 +179,11 @@ public class BossMove : MonoBehaviour
if (isDeltaTime2) if (isDeltaTime2)
{ {
//扫腿处于冷却中。 //扫腿处于冷却中。
print("扫腿冷却中"); //print("扫腿冷却中");
CurrentLegSweepCoolingTime += Time.deltaTime; CurrentLegSweepCoolingTime += Time.deltaTime;
if (CurrentLegSweepCoolingTime >= LegSweepCoolingTime) if (CurrentLegSweepCoolingTime >= LegSweepCoolingTime)
{ {
print("扫腿冷却完毕"); //print("扫腿冷却完毕");
CurrentLegSweepCoolingTime = 0; CurrentLegSweepCoolingTime = 0;
isDeltaTime2 = false; isDeltaTime2 = false;
} }
...@@ -265,7 +282,7 @@ public class BossMove : MonoBehaviour ...@@ -265,7 +282,7 @@ public class BossMove : MonoBehaviour
} }
else if (dic < 10 && !isDeltaTime2) else if (dic < 10 && !isDeltaTime2)
{ {
print("扫腿"); //print("扫腿");
IsCanRotate = true; IsCanRotate = true;
//注意的是,技能一开始使用,就进入了冷却计时。所以当前技能释放完成到下一次释放技能时间间隔会小于冷却时间。 //注意的是,技能一开始使用,就进入了冷却计时。所以当前技能释放完成到下一次释放技能时间间隔会小于冷却时间。
isDeltaTime2 = true; isDeltaTime2 = true;
...@@ -275,7 +292,7 @@ public class BossMove : MonoBehaviour ...@@ -275,7 +292,7 @@ public class BossMove : MonoBehaviour
} }
else else
{ {
print("追击目标"); //print("追击目标");
bossAnimationManager.ChangeAnimatorState(BossAnimationState.NotAttack); bossAnimationManager.ChangeAnimatorState(BossAnimationState.NotAttack);
} }
...@@ -310,7 +327,7 @@ public class BossMove : MonoBehaviour ...@@ -310,7 +327,7 @@ public class BossMove : MonoBehaviour
if (targetObj!= null&&IsCanRotate) if (targetObj!= null&&IsCanRotate)
{ {
//是否可以旋转 //是否可以旋转
print("Boss旋转"); //print("Boss旋转");
Vector3 speed = Vector3.zero; Vector3 speed = Vector3.zero;
Vector3 pos1 = new Vector3(transform.position.x, 0, transform.position.z); Vector3 pos1 = new Vector3(transform.position.x, 0, transform.position.z);
Vector3 pos2 = new Vector3(targetObj.transform.position.x, 0, targetObj.transform.position.z); Vector3 pos2 = new Vector3(targetObj.transform.position.x, 0, targetObj.transform.position.z);
...@@ -328,6 +345,22 @@ public class BossMove : MonoBehaviour ...@@ -328,6 +345,22 @@ public class BossMove : MonoBehaviour
} }
transform.localEulerAngles = new Vector3(0, angle, 0); transform.localEulerAngles = new Vector3(0, angle, 0);
} }
//在可以移动的情况下,这几个动画没有播放完成,依旧不可以移动。
LegSweepIsFinsh = !animator.GetCurrentAnimatorStateInfo(0).IsName("Leg Sweep");
HurricaneKickIsFinsh = !animator.GetCurrentAnimatorStateInfo(0).IsName("Hurricane Kick");
HurricaneKickBeforIsFinsh= !animator.GetCurrentAnimatorStateInfo(0).IsName("HurricaneKickBefor");
//print("LegSweepIsFinsh:" + LegSweepIsFinsh+ "HurricaneKickIsFinsh:" + HurricaneKickIsFinsh+ "IsCanMove:" + IsCanMove);
if (IsCanMove&LegSweepIsFinsh && HurricaneKickIsFinsh&& HurricaneKickBeforIsFinsh)
{
//动画播放完成后才可以移动
IsCanMove = true;
}
else
{
IsCanMove = false;
}
if (IsCanMove) if (IsCanMove)
{ {
//是否可以移动 //是否可以移动
......
...@@ -9,6 +9,7 @@ public enum AnimationState ...@@ -9,6 +9,7 @@ public enum AnimationState
Push = 3, Push = 3,
Idle=4, Idle=4,
Run=5, Run=5,
HouseDancing=6,
} }
public class AnimationManager : MonoBehaviour public class AnimationManager : MonoBehaviour
{ {
...@@ -64,6 +65,17 @@ public class AnimationManager : MonoBehaviour ...@@ -64,6 +65,17 @@ public class AnimationManager : MonoBehaviour
animator.SetBool("Punch", false); animator.SetBool("Punch", false);
animator.SetLayerWeight(1, 0); animator.SetLayerWeight(1, 0);
break; break;
case AnimationState.HouseDancing:
animator.SetBool("Vertigo", false);
animator.SetBool("Push", false);
animator.SetBool("Punch", false);
animator.SetBool("HouseDancing", true);
animator.SetLayerWeight(1, 0);
break;
default: default:
Debug.LogError(state); Debug.LogError(state);
...@@ -102,7 +114,7 @@ public class AnimationManager : MonoBehaviour ...@@ -102,7 +114,7 @@ public class AnimationManager : MonoBehaviour
{ {
if (!IsCanResetPunch) return; if (!IsCanResetPunch) return;
IsCanResetPunch = false; IsCanResetPunch = false;
print("ResetPunch"); //print("ResetPunch");
animator.SetBool("Punch", false); animator.SetBool("Punch", false);
animator.SetLayerWeight(1, 0); animator.SetLayerWeight(1, 0);
} }
......
...@@ -27,15 +27,17 @@ public class EndPoint : MonoBehaviour ...@@ -27,15 +27,17 @@ public class EndPoint : MonoBehaviour
{ {
//游戏胜利 //游戏胜利
print("Player先到终点"); print("Player先到终点");
BattleCtrl.instance.OnBattleWin(); //BattleCtrl.instance.OnBattleWin();
//BattleCtrl.instance.EnterScoreSettlementStatus("Win"); other.gameObject.GetComponent<PlayerMove>().isMyWin = true;
BattleCtrl.instance.EnterScoreSettlementStatus("Win");
} }
else if (other.tag == "Competitor") else if (other.tag == "Competitor")
{ {
//游戏失败 //游戏失败
print("Competitor先到终点"); print("Competitor先到终点");
BattleCtrl.instance.OnBattleFail(); other.gameObject.GetComponent<AIMove>().isMyWin = true;
//BattleCtrl.instance.EnterScoreSettlementStatus("Fail"); //BattleCtrl.instance.OnBattleFail();
BattleCtrl.instance.EnterScoreSettlementStatus("Fail");
} }
} }
public void gameWin() public void gameWin()
......
...@@ -10,26 +10,23 @@ public class Food : MonoBehaviour ...@@ -10,26 +10,23 @@ public class Food : MonoBehaviour
private float xDelta = 0; private float xDelta = 0;
private float zDelta = 0; private float zDelta = 0;
private RandomFood randomFood; private RandomFood randomFood;
public bool isUnNomalFood = false;//不是普通的食物
private Rigidbody rig;
private Collider collider;
private float timer = 0;
private void Start() private void Start()
{ {
//randomFood = transform.parent.parent.GetComponent<RandomFood>(); //randomFood = transform.parent.parent.GetComponent<RandomFood>();
rig= GetComponent<Rigidbody>();
collider=GetComponent<Collider>();
} }
//private void OnTriggerEnter(Collider other)
//{
// if (other.tag == "Player")
// {
// other.gameObject.GetComponentInChildren<PlayerMove>().EatFood();
// }else if (other.tag == "Competitor")
// {
// }
//}
private void Update() private void Update()
{ {
if (!BattleCtrl.instance.isStartBattle) if (!BattleCtrl.instance.isStartBattle)
{ {
//游戏没有开始 //游戏没有开始
...@@ -42,23 +39,56 @@ public class Food : MonoBehaviour ...@@ -42,23 +39,56 @@ public class Food : MonoBehaviour
} }
if (targetObj == null)
if (isUnNomalFood)
{ {
xDelta = 0; timer += Time.deltaTime;
zDelta = 0; if (timer >= 1)
{
if (rig.velocity.magnitude <= 0.1f)
{
rig.velocity = Vector3.zero;
//rig.useGravity = true;
rig.isKinematic = true;
collider.isTrigger = true;
gameObject.tag = "Food";
isUnNomalFood = false;
}
}
} }
else else
{ {
Vector3 speed = (targetObj.transform.position - transform.position).normalized * VSpeed;
xDelta = speed.x * Time.deltaTime; if (targetObj == null)
zDelta = speed.z * Time.deltaTime; {
xDelta = 0;
zDelta = 0;
}
else
{
//Vector3 speed = (targetObj.transform.position - transform.position).normalized * VSpeed;
Vector3 speed = (targetObj.transform.position - transform.position).normalized * VSpeed;
xDelta = speed.x * Time.deltaTime;
zDelta = speed.z * Time.deltaTime;
}
transform.Translate(new Vector3(xDelta, 0, zDelta), Space.World);
} }
transform.Translate(new Vector3(xDelta, 0, zDelta));
} }
private void OnDestroy() private void OnDestroy()
{ {
randomFood = transform.parent.parent.GetComponent<RandomFood>(); if (transform.parent != null)
randomFood.AddFoodPos(transform.parent); {
if (transform.parent.parent != null)
{
randomFood = transform.parent.parent.GetComponent<RandomFood>();
randomFood.AddFoodPos(transform.parent);
}
}
} }
} }
...@@ -86,4 +86,7 @@ public class RandomFood : MonoBehaviour ...@@ -86,4 +86,7 @@ public class RandomFood : MonoBehaviour
//print("生成食物:"+ addFood); //print("生成食物:"+ addFood);
GenerateRandomFood(addFood); GenerateRandomFood(addFood);
} }
} }
...@@ -51,6 +51,12 @@ public class PlayerMove : MonoBehaviour ...@@ -51,6 +51,12 @@ public class PlayerMove : MonoBehaviour
public RiseBridge riseBridge; public RiseBridge riseBridge;
public int Score = 0; public int Score = 0;
public bool isMyWin=false;
public GameObject DancingPlace;
public List<GameObject> foods;
public float Force = 100;
...@@ -111,7 +117,7 @@ public class PlayerMove : MonoBehaviour ...@@ -111,7 +117,7 @@ public class PlayerMove : MonoBehaviour
//print("推墙"); //print("推墙");
hit.gameObject.GetComponent<Rigidbody>().AddForce(new Vector3(0, 0, 100)); hit.gameObject.GetComponent<Rigidbody>().AddForce(new Vector3(0, 0, 100));
scale -= reduceStep; scale -= reduceStep;
ReduceIsPlayChangeModeEffect(); ReduceIsPlayChangeModeEffect("PushWall");
} }
else else
{ {
...@@ -133,7 +139,8 @@ public class PlayerMove : MonoBehaviour ...@@ -133,7 +139,8 @@ public class PlayerMove : MonoBehaviour
RefreshVertigo(hurt); RefreshVertigo(hurt);
} }
ChangeAnimationscaleState(scale); ChangeAnimationscaleState(scale);
ReduceIsPlayChangeModeEffect(); ReduceIsPlayChangeModeEffect("Hurt");
} }
//食物增加时,判断是否播放改变模型特效 //食物增加时,判断是否播放改变模型特效
public void AddIsPlayChangeModeEffect() public void AddIsPlayChangeModeEffect()
...@@ -149,15 +156,19 @@ public class PlayerMove : MonoBehaviour ...@@ -149,15 +156,19 @@ public class PlayerMove : MonoBehaviour
/// <summary> /// <summary>
/// 减少时,判断是否播放改变模型特效 /// 减少时,判断是否播放改变模型特效
/// </summary> /// </summary>
public void ReduceIsPlayChangeModeEffect() public void ReduceIsPlayChangeModeEffect(string type)
{ {
int tempFood = CurrentFood; int tempFood = CurrentFood;
CurrentFood = (int)((scale - 1.0f) / addScale); CurrentFood = (int)((scale - 1.0f) / addScale);
if (tempFood != CurrentFood && (CurrentFood == 0 || CurrentFood == 5 || CurrentFood == 10 || CurrentFood == 15 || CurrentFood == 20)) if (tempFood != CurrentFood && (CurrentFood == 0||CurrentFood == 5 || CurrentFood == 10 || CurrentFood == 15 || CurrentFood == 20))
{ {
Scale(scale, scale, scale); Scale(scale, scale, scale);
ParticleSystem ps = Instantiate(changeModeEffect, transform.position, transform.rotation); ParticleSystem ps = Instantiate(changeModeEffect, transform.position, transform.rotation);
ps.gameObject.AddComponent<DestroyMySel>(); ps.gameObject.AddComponent<DestroyMySel>();
if (type == "Hurt")
{
GenerateRandomFoodAroundPos(5, transform.position, 5);//生成5个食物距离为5
}
} }
} }
...@@ -245,6 +256,8 @@ public class PlayerMove : MonoBehaviour ...@@ -245,6 +256,8 @@ public class PlayerMove : 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);
reduceStep = 0.023f / 0.1f * addScale; reduceStep = 0.023f / 0.1f * addScale;
if (!BattleCtrl.instance.isStartBattle) if (!BattleCtrl.instance.isStartBattle)
{ {
...@@ -311,6 +324,40 @@ public class PlayerMove : MonoBehaviour ...@@ -311,6 +324,40 @@ public class PlayerMove : MonoBehaviour
UpdateJoystick(); UpdateJoystick();
} }
}
else
{
print("Player进入分数结算状态。");
if (isMyWin)
{
//走向跳舞台,并播放跳舞动画
//DancingPlace
Vector3 pos1 = new Vector3(transform.position.x,0, transform.position.z);
Vector3 pos2 = new Vector3(DancingPlace.transform.position.x, 0, DancingPlace.transform.position.z);
if (Vector3.Distance(pos1, pos2) <1)
{
BattleCtrl.instance.ExitScoreSettlementStatus();
print("播放跳舞动画。");
children.transform.localEulerAngles = new Vector3(0,180,0);
animationManager.ChangeAnimatorState(AnimationState.HouseDancing);
}
else
{
print("走向跳舞台。");
transform.LookAt(new Vector3(DancingPlace.transform.position.x, transform.position.y, DancingPlace.transform.position.z));
xDelta = transform.forward.x * VSpeed * Time.deltaTime;
zDelta = transform.forward.z * VSpeed * Time.deltaTime;
characterController.Move(new Vector3(xDelta, yDelta, zDelta));//移动
}
MoveSpeed = Vector3.Distance(Vector3.zero, characterController.velocity);
//是否在地面
Grounded = characterController.isGrounded;
//print("MoveSpeed:" + MoveSpeed+ "characterController.velocity:" + characterController.velocity);
animator.SetFloat("MoveSpeed", MoveSpeed);
animator.SetBool("Grounded", Grounded);
}
} }
//调用一次性方法 //调用一次性方法
if (targetWall == null) if (targetWall == null)
...@@ -375,10 +422,33 @@ public class PlayerMove : MonoBehaviour ...@@ -375,10 +422,33 @@ public class PlayerMove : MonoBehaviour
animator.SetBool("Grounded", Grounded); animator.SetBool("Grounded", Grounded);
} }
/// <summary>
/// 生成number个随机食物,距离targetPos点距离为radius.
/// </summary>
/// <param name="number"></param>
/// <param name="targetPos"></param>
/// <param name="radius"></param>
public void GenerateRandomFoodAroundPos(int number, Vector3 targetPos,float radius)
{
//return;
for (int i = 0; i < number; i++)
{
GameObject obj = foods[UnityEngine.Random.Range(0, foods.Count)];
GameObject go= Instantiate(obj);
go.GetComponent<BoxCollider>().isTrigger = false;
Rigidbody rig= go.GetComponent<Rigidbody>();
rig.isKinematic = false;
rig.useGravity = true;
Vector3 randomPos = targetPos+new Vector3(0,2,0);// + Quaternion.Euler(new Vector3(0, UnityEngine.Random.Range(0, 360), 0)) * Vector3.forward * radius;
//Vector3 randomPos = targetPos;
go.transform.position = randomPos;
go.tag = "Untagged";
go.GetComponent<Food>().isUnNomalFood = true;
rig.AddForce(Quaternion.Euler(new Vector3(UnityEngine.Random.Range(-80, -20), UnityEngine.Random.Range(0, 360), 0)) * Vector3.forward * Force);
}
}
void OnDestroy() void OnDestroy()
......
fileFormatVersion: 2
guid: a226bc0f0f6fc6648bdf5ff48c5f6f00
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
...@@ -18,7 +18,12 @@ public class TestCharacterC : MonoBehaviour ...@@ -18,7 +18,12 @@ public class TestCharacterC : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
characterController.Move(new Vector3(xDelta,yDelta,zDelta)*Time.deltaTime);
//characterController.Move(new Vector3(xDelta,0,zDelta)*Time.deltaTime);
characterController.SimpleMove(new Vector3(xDelta, yDelta, zDelta));
transform.position += new Vector3(0, yDelta, 0) * Time.deltaTime;
print("isGround:"+characterController.isGrounded); print("isGround:"+characterController.isGrounded);
} }
} }
...@@ -311,12 +311,12 @@ GameObject: ...@@ -311,12 +311,12 @@ GameObject:
- component: {fileID: 1449232318} - component: {fileID: 1449232318}
- component: {fileID: 1449232319} - component: {fileID: 1449232319}
m_Layer: 0 m_Layer: 0
m_Name: Cube1 m_Name: Competitor
m_TagString: Untagged m_TagString: Untagged
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!143 &1449232314 --- !u!143 &1449232314
CharacterController: CharacterController:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
...@@ -421,7 +421,7 @@ BoxCollider: ...@@ -421,7 +421,7 @@ BoxCollider:
m_GameObject: {fileID: 1449232313} m_GameObject: {fileID: 1449232313}
m_Material: {fileID: 0} m_Material: {fileID: 0}
m_IsTrigger: 0 m_IsTrigger: 0
m_Enabled: 1 m_Enabled: 0
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestIsGround : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
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