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czy
BattleMuscle
Commits
cc11110e
Commit
cc11110e
authored
May 17, 2021
by
czy
Browse files
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Browse Files
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Plain Diff
修复boss动画,跳舞,爆食物。
parent
b24f623e
Changes
32
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Showing
32 changed files
with
56512 additions
and
240 deletions
+56512
-240
BattleCtrl.cs
BattleMuscle/Assets/#A2_Scripts/Battle/BattleCtrl.cs
+1
-1
BattleUI.cs
BattleMuscle/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
+13
-2
TestGestureAround.cs
...eMuscle/Assets/#A2_Scripts/Battle/UI/TestGestureAround.cs
+97
-96
HouseDancing.anim
...s/Art_Assets/Animation/Animation/Player/HouseDancing.anim
+55146
-0
HouseDancing.anim.meta
..._Assets/Animation/Animation/Player/HouseDancing.anim.meta
+8
-0
Running2.controller
..._Assets/Animation/AnimationController/Running2.controller
+23
-9
Running3.controller
..._Assets/Animation/AnimationController/Running3.controller
+93
-6
House Dancing.fbx
...ets/Art_Assets/Animation/AnimationModel/House Dancing.fbx
+0
-0
House Dancing.fbx.meta
...rt_Assets/Animation/AnimationModel/House Dancing.fbx.meta
+99
-0
Level 1.unity
BattleMuscle/Assets/Levels/Level 1.unity
+531
-53
AIMove.cs
BattleMuscle/Assets/My/Scripts/AI/AIMove.cs
+90
-21
BossAnimationManager.cs
BattleMuscle/Assets/My/Scripts/AI/BossAnimationManager.cs
+1
-1
BossAttack.cs
BattleMuscle/Assets/My/Scripts/AI/BossAttack.cs
+1
-1
BossMove.cs
BattleMuscle/Assets/My/Scripts/AI/BossMove.cs
+40
-7
AnimationManager.cs
BattleMuscle/Assets/My/Scripts/AnimationManager.cs
+13
-1
EndPoint.cs
BattleMuscle/Assets/My/Scripts/EndPoint.cs
+6
-4
Food.cs
BattleMuscle/Assets/My/Scripts/Food/Food.cs
+49
-19
RandomFood.cs
BattleMuscle/Assets/My/Scripts/Food/RandomFood.cs
+3
-0
PlayerMove.cs
BattleMuscle/Assets/My/Scripts/Player/PlayerMove.cs
+76
-6
Food.meta
BattleMuscle/Assets/My/Test/Food.meta
+8
-0
TestCharacterC.cs
BattleMuscle/Assets/My/Test/TestCharacterC.cs
+6
-1
TestCharacterC.unity
BattleMuscle/Assets/My/Test/TestCharacterC.unity
+11
-11
TestIsGround.cs
BattleMuscle/Assets/My/Test/TestIsGround.cs
+18
-0
TestIsGround.cs.meta
BattleMuscle/Assets/My/Test/TestIsGround.cs.meta
+11
-0
banana Variant.prefab
BattleMuscle/Assets/Prefabs/Props/Food/banana Variant.prefab
+15
-1
corn Variant.prefab
BattleMuscle/Assets/Prefabs/Props/Food/corn Variant.prefab
+18
-0
hotdog Variant.prefab
BattleMuscle/Assets/Prefabs/Props/Food/hotdog Variant.prefab
+18
-0
ice-cream-cone Variant.prefab
...e/Assets/Prefabs/Props/Food/ice-cream-cone Variant.prefab
+18
-0
pizza-cheese Variant.prefab
...cle/Assets/Prefabs/Props/Food/pizza-cheese Variant.prefab
+26
-0
pizza-cheese-slice Variant.prefab
...sets/Prefabs/Props/Food/pizza-cheese-slice Variant.prefab
+26
-0
pizza-mozzarella Variant.prefab
...Assets/Prefabs/Props/Food/pizza-mozzarella Variant.prefab
+21
-0
pizza-mozzarella-slice Variant.prefab
.../Prefabs/Props/Food/pizza-mozzarella-slice Variant.prefab
+26
-0
No files found.
BattleMuscle/Assets/#A2_Scripts/Battle/BattleCtrl.cs
View file @
cc11110e
...
@@ -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
);
}
}
...
...
BattleMuscle/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
View file @
cc11110e
...
@@ -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_);
...
...
BattleMuscle/Assets/#A2_Scripts/Battle/UI/TestGestureAround.cs
View file @
cc11110e
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
}
// }
}
// }
}
// }
//}
BattleMuscle/Assets/Art_Assets/Animation/Animation/Player/HouseDancing.anim
0 → 100644
View file @
cc11110e
This source diff could not be displayed because it is too large. You can
view the blob
instead.
BattleMuscle/Assets/Art_Assets/Animation/Animation/Player/HouseDancing.anim.meta
0 → 100644
View file @
cc11110e
fileFormatVersion: 2
guid: 4f3a36da34894464997934ed2e3c201d
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:
BattleMuscle/Assets/Art_Assets/Animation/AnimationController/Running2.controller
View file @
cc11110e
...
@@ -14,10 +14,10 @@ AnimatorStateMachine:
...
@@ -14,10 +14,10 @@ AnimatorStateMachine:
m_Position
:
{
x
:
-30
,
y
:
550
,
z
:
0
}
m_Position
:
{
x
:
-30
,
y
:
550
,
z
:
0
}
-
serializedVersion
:
1
-
serializedVersion
:
1
m_State
:
{
fileID
:
4471307210666310047
}
m_State
:
{
fileID
:
4471307210666310047
}
m_Position
:
{
x
:
-
270
,
y
:
34
0
,
z
:
0
}
m_Position
:
{
x
:
-
670
,
y
:
25
0
,
z
:
0
}
-
serializedVersion
:
1
-
serializedVersion
:
1
m_State
:
{
fileID
:
-340101015679708446
}
m_State
:
{
fileID
:
-340101015679708446
}
m_Position
:
{
x
:
-
580
,
y
:
35
0
,
z
:
0
}
m_Position
:
{
x
:
-
890
,
y
:
18
0
,
z
:
0
}
-
serializedVersion
:
1
-
serializedVersion
:
1
m_State
:
{
fileID
:
-5355840141299690807
}
m_State
:
{
fileID
:
-5355840141299690807
}
m_Position
:
{
x
:
-440
,
y
:
500
,
z
:
0
}
m_Position
:
{
x
:
-440
,
y
:
500
,
z
:
0
}
...
@@ -26,7 +26,7 @@ AnimatorStateMachine:
...
@@ -26,7 +26,7 @@ AnimatorStateMachine:
m_Position
:
{
x
:
-30
,
y
:
350
,
z
:
0
}
m_Position
:
{
x
:
-30
,
y
:
350
,
z
:
0
}
-
serializedVersion
:
1
-
serializedVersion
:
1
m_State
:
{
fileID
:
5232131748971255912
}
m_State
:
{
fileID
:
5232131748971255912
}
m_Position
:
{
x
:
-
260
,
y
:
24
0
,
z
:
0
}
m_Position
:
{
x
:
-
460
,
y
:
30
0
,
z
:
0
}
m_ChildStateMachines
:
[]
m_ChildStateMachines
:
[]
m_AnyStateTransitions
:
m_AnyStateTransitions
:
-
{
fileID
:
-5157424812580719683
}
-
{
fileID
:
-5157424812580719683
}
...
@@ -35,7 +35,7 @@ AnimatorStateMachine:
...
@@ -35,7 +35,7 @@ AnimatorStateMachine:
m_EntryTransitions
:
[]
m_EntryTransitions
:
[]
m_StateMachineTransitions
:
{}
m_StateMachineTransitions
:
{}
m_StateMachineBehaviours
:
[]
m_StateMachineBehaviours
:
[]
m_AnyStatePosition
:
{
x
:
-4
30
,
y
:
20
0
,
z
:
0
}
m_AnyStatePosition
:
{
x
:
-4
40
,
y
:
7
0
,
z
:
0
}
m_EntryPosition
:
{
x
:
-10
,
y
:
120
,
z
:
0
}
m_EntryPosition
:
{
x
:
-10
,
y
:
120
,
z
:
0
}
m_ExitPosition
:
{
x
:
-420
,
y
:
610
,
z
:
0
}
m_ExitPosition
:
{
x
:
-420
,
y
:
610
,
z
:
0
}
m_ParentStateMachinePosition
:
{
x
:
800
,
y
:
20
,
z
:
0
}
m_ParentStateMachinePosition
:
{
x
:
800
,
y
:
20
,
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BattleMuscle/Assets/My/Scripts/AI/AIMove.cs
View file @
cc11110e
...
@@ -52,6 +52,11 @@ public class AIMove : MonoBehaviour
...
@@ -52,6 +52,11 @@ public class AIMove : MonoBehaviour
private
float
vertigoTime
=
0.0f
;
private
float
vertigoTime
=
0.0f
;
private
AnimationManager
animationManager
;
private
AnimationManager
animationManager
;
public
int
Score
=
0
;
public
int
Score
=
0
;
public
bool
isMyWin
=
false
;
public
GameObject
DancingPlace
;
public
List
<
GameObject
>
foods
;
public
float
Force
=
100
;
// Start is called before the first frame update
// Start is called before the first frame update
void
Start
()
void
Start
()
...
@@ -123,7 +128,7 @@ public class AIMove : MonoBehaviour
...
@@ -123,7 +128,7 @@ public class AIMove : MonoBehaviour
{
{
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
{
{
...
@@ -148,7 +153,8 @@ public class AIMove : MonoBehaviour
...
@@ -148,7 +153,8 @@ public class AIMove : MonoBehaviour
RefreshVertigo
(
hurt
);
RefreshVertigo
(
hurt
);
}
}
ChangeAnimationscaleState
(
scale
);
ChangeAnimationscaleState
(
scale
);
ReduceIsPlayChangeModeEffect
();
ReduceIsPlayChangeModeEffect
(
"Hurt"
);
//Scale(scale, scale, scale);
//Scale(scale, scale, scale);
}
}
...
@@ -166,15 +172,19 @@ public class AIMove : MonoBehaviour
...
@@ -166,15 +172,19 @@ public class AIMove : 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
}
}
}
}
}
...
@@ -322,7 +332,8 @@ public class AIMove : MonoBehaviour
...
@@ -322,7 +332,8 @@ public class AIMove : MonoBehaviour
}
}
if
(!
BattleCtrl
.
instance
.
IsScoreSettlementStatus
)
{
xDelta
=
speed
.
x
*
Time
.
deltaTime
;
xDelta
=
speed
.
x
*
Time
.
deltaTime
;
zDelta
=
speed
.
z
*
Time
.
deltaTime
;
zDelta
=
speed
.
z
*
Time
.
deltaTime
;
if
(
vertigoTime
>
0
)
if
(
vertigoTime
>
0
)
...
@@ -343,6 +354,40 @@ public class AIMove : MonoBehaviour
...
@@ -343,6 +354,40 @@ public class AIMove : MonoBehaviour
animationManager
.
VertigoToAwake
();
animationManager
.
VertigoToAwake
();
Move
();
Move
();
}
}
}
else
{
print
(
transform
.
name
+
":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。"
);
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
()
{
{
...
...
BattleMuscle/Assets/My/Scripts/AI/BossAnimationManager.cs
View file @
cc11110e
...
@@ -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
)
{
{
...
...
BattleMuscle/Assets/My/Scripts/AI/BossAttack.cs
View file @
cc11110e
...
@@ -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
()
...
...
BattleMuscle/Assets/My/Scripts/AI/BossMove.cs
View file @
cc11110e
...
@@ -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
...
@@ -130,7 +140,14 @@ public class BossMove : MonoBehaviour
...
@@ -130,7 +140,14 @@ public class BossMove : MonoBehaviour
{
{
scale
=
MinScale
+
(
1
-
MinScale
)
/
MaxLife
*
life
;
scale
=
MinScale
+
(
1
-
MinScale
)
/
MaxLife
*
life
;
}
}
TempInjuries
+=
hurt
;
if
(
TempInjuries
>=
5
)
{
TempInjuries
=
0
;
Scale
(
scale
,
scale
,
scale
);
Scale
(
scale
,
scale
,
scale
);
PlayChangeModeEffect
();
}
}
}
...
@@ -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
...
...
BattleMuscle/Assets/My/Scripts/AnimationManager.cs
View file @
cc11110e
...
@@ -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
);
}
}
...
...
BattleMuscle/Assets/My/Scripts/EndPoint.cs
View file @
cc11110e
...
@@ -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
()
...
...
BattleMuscle/Assets/My/Scripts/Food/Food.cs
View file @
cc11110e
...
@@ -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
...
@@ -42,6 +39,29 @@ public class Food : MonoBehaviour
...
@@ -42,6 +39,29 @@ public class Food : MonoBehaviour
}
}
if
(
isUnNomalFood
)
{
timer
+=
Time
.
deltaTime
;
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
{
if
(
targetObj
==
null
)
if
(
targetObj
==
null
)
{
{
xDelta
=
0
;
xDelta
=
0
;
...
@@ -49,16 +69,26 @@ public class Food : MonoBehaviour
...
@@ -49,16 +69,26 @@ public class Food : MonoBehaviour
}
}
else
else
{
{
//Vector3 speed = (targetObj.transform.position - transform.position).normalized * VSpeed;
Vector3
speed
=
(
targetObj
.
transform
.
position
-
transform
.
position
).
normalized
*
VSpeed
;
Vector3
speed
=
(
targetObj
.
transform
.
position
-
transform
.
position
).
normalized
*
VSpeed
;
xDelta
=
speed
.
x
*
Time
.
deltaTime
;
xDelta
=
speed
.
x
*
Time
.
deltaTime
;
zDelta
=
speed
.
z
*
Time
.
deltaTime
;
zDelta
=
speed
.
z
*
Time
.
deltaTime
;
}
}
transform
.
Translate
(
new
Vector3
(
xDelta
,
0
,
zDelta
));
transform
.
Translate
(
new
Vector3
(
xDelta
,
0
,
zDelta
),
Space
.
World
);
}
}
}
private
void
OnDestroy
()
private
void
OnDestroy
()
{
if
(
transform
.
parent
!=
null
)
{
if
(
transform
.
parent
.
parent
!=
null
)
{
{
randomFood
=
transform
.
parent
.
parent
.
GetComponent
<
RandomFood
>();
randomFood
=
transform
.
parent
.
parent
.
GetComponent
<
RandomFood
>();
randomFood
.
AddFoodPos
(
transform
.
parent
);
randomFood
.
AddFoodPos
(
transform
.
parent
);
}
}
}
}
}
}
BattleMuscle/Assets/My/Scripts/Food/RandomFood.cs
View file @
cc11110e
...
@@ -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
);
}
}
}
}
BattleMuscle/Assets/My/Scripts/Player/PlayerMove.cs
View file @
cc11110e
...
@@ -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
)
...
@@ -377,8 +424,31 @@ public class PlayerMove : MonoBehaviour
...
@@ -377,8 +424,31 @@ public class PlayerMove : MonoBehaviour
}
}
/// <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
()
...
...
BattleMuscle/Assets/My/Test/Food.meta
0 → 100644
View file @
cc11110e
fileFormatVersion: 2
guid: a226bc0f0f6fc6648bdf5ff48c5f6f00
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
BattleMuscle/Assets/My/Test/TestCharacterC.cs
View file @
cc11110e
...
@@ -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
);
}
}
}
}
BattleMuscle/Assets/My/Test/TestCharacterC.unity
View file @
cc11110e
...
@@ -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
:
C
ube1
m_Name
:
C
ompetitor
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
serializedVersion
:
2
serializedVersion
:
2
m_Size
:
{
x
:
1
,
y
:
7.156974
,
z
:
1
}
m_Size
:
{
x
:
1
,
y
:
7.156974
,
z
:
1
}
m_Center
:
{
x
:
0
,
y
:
3.078487
,
z
:
0
}
m_Center
:
{
x
:
0
,
y
:
3.078487
,
z
:
0
}
...
@@ -441,12 +441,12 @@ GameObject:
...
@@ -441,12 +441,12 @@ GameObject:
-
component
:
{
fileID
:
1576685845
}
-
component
:
{
fileID
:
1576685845
}
-
component
:
{
fileID
:
1576685846
}
-
component
:
{
fileID
:
1576685846
}
m_Layer
:
0
m_Layer
:
0
m_Name
:
Cube2
m_Name
:
Player
m_TagString
:
Untagged
m_TagString
:
Competitor
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
&1576685840
---
!u!143
&1576685840
CharacterController
:
CharacterController
:
m_ObjectHideFlags
:
0
m_ObjectHideFlags
:
0
...
@@ -520,7 +520,7 @@ Transform:
...
@@ -520,7 +520,7 @@ Transform:
m_PrefabAsset
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
1576685839
}
m_GameObject
:
{
fileID
:
1576685839
}
m_LocalRotation
:
{
x
:
0
,
y
:
0
,
z
:
0
,
w
:
1
}
m_LocalRotation
:
{
x
:
0
,
y
:
0
,
z
:
0
,
w
:
1
}
m_LocalPosition
:
{
x
:
0
,
y
:
2.99
,
z
:
0
}
m_LocalPosition
:
{
x
:
0
,
y
:
3.558
,
z
:
0
}
m_LocalScale
:
{
x
:
0.1
,
y
:
0.1
,
z
:
0.1
}
m_LocalScale
:
{
x
:
0.1
,
y
:
0.1
,
z
:
0.1
}
m_Children
:
[]
m_Children
:
[]
m_Father
:
{
fileID
:
0
}
m_Father
:
{
fileID
:
0
}
...
@@ -533,7 +533,7 @@ MonoBehaviour:
...
@@ -533,7 +533,7 @@ MonoBehaviour:
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
1576685839
}
m_GameObject
:
{
fileID
:
1576685839
}
m_Enabled
:
1
m_Enabled
:
0
m_EditorHideFlags
:
0
m_EditorHideFlags
:
0
m_Script
:
{
fileID
:
11500000
,
guid
:
fe9b447ccc15eb24cbbc1299f715233c
,
type
:
3
}
m_Script
:
{
fileID
:
11500000
,
guid
:
fe9b447ccc15eb24cbbc1299f715233c
,
type
:
3
}
m_Name
:
m_Name
:
...
@@ -566,7 +566,7 @@ BoxCollider:
...
@@ -566,7 +566,7 @@ BoxCollider:
m_GameObject
:
{
fileID
:
1576685839
}
m_GameObject
:
{
fileID
:
1576685839
}
m_Material
:
{
fileID
:
0
}
m_Material
:
{
fileID
:
0
}
m_IsTrigger
:
0
m_IsTrigger
:
0
m_Enabled
:
1
m_Enabled
:
0
serializedVersion
:
2
serializedVersion
:
2
m_Size
:
{
x
:
1
,
y
:
1
,
z
:
1
}
m_Size
:
{
x
:
1
,
y
:
1
,
z
:
1
}
m_Center
:
{
x
:
0
,
y
:
0
,
z
:
0
}
m_Center
:
{
x
:
0
,
y
:
0
,
z
:
0
}
...
@@ -583,7 +583,7 @@ GameObject:
...
@@ -583,7 +583,7 @@ GameObject:
-
component
:
{
fileID
:
1928161228
}
-
component
:
{
fileID
:
1928161228
}
-
component
:
{
fileID
:
1928161227
}
-
component
:
{
fileID
:
1928161227
}
m_Layer
:
0
m_Layer
:
0
m_Name
:
Qua
d
m_Name
:
Groun
d
m_TagString
:
Untagged
m_TagString
:
Untagged
m_Icon
:
{
fileID
:
0
}
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_NavMeshLayer
:
0
...
@@ -659,7 +659,7 @@ Transform:
...
@@ -659,7 +659,7 @@ Transform:
m_GameObject
:
{
fileID
:
1928161226
}
m_GameObject
:
{
fileID
:
1928161226
}
m_LocalRotation
:
{
x
:
0.7071068
,
y
:
0
,
z
:
0
,
w
:
0.7071068
}
m_LocalRotation
:
{
x
:
0.7071068
,
y
:
0
,
z
:
0
,
w
:
0.7071068
}
m_LocalPosition
:
{
x
:
0
,
y
:
0
,
z
:
0
}
m_LocalPosition
:
{
x
:
0
,
y
:
0
,
z
:
0
}
m_LocalScale
:
{
x
:
5
,
y
:
5
,
z
:
1
}
m_LocalScale
:
{
x
:
20
,
y
:
20
,
z
:
1
}
m_Children
:
[]
m_Children
:
[]
m_Father
:
{
fileID
:
0
}
m_Father
:
{
fileID
:
0
}
m_RootOrder
:
2
m_RootOrder
:
2
...
...
BattleMuscle/Assets/My/Test/TestIsGround.cs
0 → 100644
View file @
cc11110e
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
()
{
}
}
BattleMuscle/Assets/My/Test/TestIsGround.cs.meta
0 → 100644
View file @
cc11110e
fileFormatVersion: 2
guid: b5b3e51fac851fd46822f00483263377
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
BattleMuscle/Assets/Prefabs/Props/Food/banana Variant.prefab
View file @
cc11110e
...
@@ -30,6 +30,19 @@ MonoBehaviour:
...
@@ -30,6 +30,19 @@ MonoBehaviour:
m_EditorClassIdentifier
:
m_EditorClassIdentifier
:
VSpeed
:
5
VSpeed
:
5
targetObj
:
{
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