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
/// <param name="levelIndex"></param>
void LoadLevel(int levelIndex)
{
print("加载关卡:"+levelIndex);
//print("加载关卡:"+levelIndex);
m_levelManager.LoadLevel(levelIndex);
}
......
......@@ -133,7 +133,7 @@ public class BattleUI : MonoBehaviour
void LoadCurLevel()
{
LoadSceneLevel1();
//print("隐藏战斗UI");
//UI的显示和隐藏
m_loseObj.SetActive(false);
m_battleObj.SetActive(false);
......@@ -150,6 +150,7 @@ public class BattleUI : MonoBehaviour
void TryAgainLevel()
{
LoadSceneLevel1();
//print("隐藏战斗UI");
//UI的显示和隐藏
m_loseObj.SetActive(false);
......@@ -175,6 +176,8 @@ public class BattleUI : MonoBehaviour
}
public void NextLevel()
{
//print("隐藏战斗UI");
m_successObj.SetActive(false);
m_battleObj.SetActive(false);
m_startLogoObj.SetActive(true);
......@@ -191,7 +194,7 @@ public class BattleUI : MonoBehaviour
//开始游戏
void StartBtn()
{
print("点击开始按钮");
//print("点击开始按钮");
onStartBtn?.Invoke();
//m_startBtn.gameObject.SetActive(false);
m_startLogoObj.SetActive(false);
......@@ -368,6 +371,14 @@ public class BattleUI : MonoBehaviour
//设置战斗UI状态
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_);
m_battleObj.SetActive(bool_);
//m_successResultObj.SetActive(bool_);
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
public class TestGestureAround : MonoBehaviour
{
public BattleUI m_battleUi;
public bool bIsClockWise;
//public Camera camGestureTest;
//public GameObject objRotateTarget;
public float fGestureRadius = 50;
public float fGestureRadiusFix = 10;
public float fRotateFactor = 500f;//旋转系数
//public class TestGestureAround : MonoBehaviour
//{
// public BattleUI m_battleUi;
// public bool bIsClockWise;
// //public Camera camGestureTest;
// //public GameObject objRotateTarget;
// public float fGestureRadius = 50;
// public float fGestureRadiusFix = 10;
// public float fRotateFactor = 500f;//旋转系数
private Vector3 _v3AroundCenterPoint = new Vector3(Screen.width/2,Screen.height-100,0);
private bool _bGesturing;
private Vector3 _v3LastStarPoint;
private float _fSampleDisThreshold;
private List<Vector3> _inputGesturePhases = new List<Vector3>();
// private Vector3 _v3AroundCenterPoint = new Vector3(Screen.width/2,Screen.height-100,0);
// private bool _bGesturing;
// private Vector3 _v3LastStarPoint;
// private float _fSampleDisThreshold;
// private List<Vector3> _inputGesturePhases = new List<Vector3>();
private float _fTotalRotate;
private int m_index = 0;
// private float _fTotalRotate;
// private int m_index = 0;
System.Action OnRotateFinish;
// Use this for initialization
void Awake()
{
_fSampleDisThreshold = 10;//(2*PI/24),PI~=3
//_v3AroundCenterPoint = camGestureTest.WorldToScreenPoint(objRotateTarget.transform.position);
_fTotalRotate = 0;
}
// System.Action OnRotateFinish;
// // Use this for initialization
// void Awake()
// {
// _fSampleDisThreshold = 10;//(2*PI/24),PI~=3
// //_v3AroundCenterPoint = camGestureTest.WorldToScreenPoint(objRotateTarget.transform.position);
// _fTotalRotate = 0;
// }
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(0))
{
_bGesturing = true;
_v3LastStarPoint = Input.mousePosition;
}
else if (Input.GetMouseButtonUp(0))
{
_bGesturing = false;
_fTotalRotate = 0;
_inputGesturePhases.Clear();
}
// // Update is called once per frame
// void Update()
// {
// if (Input.GetMouseButtonDown(0))
// {
// _bGesturing = true;
// _v3LastStarPoint = Input.mousePosition;
// }
// else if (Input.GetMouseButtonUp(0))
// {
// _bGesturing = false;
// _fTotalRotate = 0;
// _inputGesturePhases.Clear();
// }
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
if (Vector3.Distance(_v3AroundCenterPoint, Input.mousePosition) < fGestureRadius + fGestureRadiusFix &&
Vector3.Distance(_v3AroundCenterPoint, Input.mousePosition) > fGestureRadiusFix)
{
var deltaVec = Input.mousePosition - _v3LastStarPoint;
if (deltaVec.sqrMagnitude > _fSampleDisThreshold * _fSampleDisThreshold)//超过阈值,记录一下
{
_inputGesturePhases.Add(deltaVec);
if (_inputGesturePhases.Count > 1)
{
int curCount = _inputGesturePhases.Count;
float multiDot = Vector3.Dot(_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
{
_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
{
_inputGesturePhases.Clear();
}
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
float rotateZ = bIsClockWise ? -1 * fRotateFactor * Time.deltaTime : 1 * fRotateFactor * Time.deltaTime;
_fTotalRotate += rotateZ;
//objRotateTarget.transform.Rotate(new Vector3(0, 0, rotateZ));
_v3LastStarPoint = Input.mousePosition;
//Debug.LogError(_fTotalRotate);
if (Mathf.Abs(_fTotalRotate) > 360)
{
m_index++;
if (m_index % 2 == 0)
{
m_battleUi.SetBattleObjState(true);
}
else
{
m_battleUi.SetBattleObjState(false);
}
_fTotalRotate = 0;
}
}
}
}
}
else
{
_inputGesturePhases.Clear();//乱画就清除路径,重新来过
}
}
}
}
// 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
// if (Vector3.Distance(_v3AroundCenterPoint, Input.mousePosition) < fGestureRadius + fGestureRadiusFix &&
// Vector3.Distance(_v3AroundCenterPoint, Input.mousePosition) > fGestureRadiusFix)
// {
// var deltaVec = Input.mousePosition - _v3LastStarPoint;
// if (deltaVec.sqrMagnitude > _fSampleDisThreshold * _fSampleDisThreshold)//超过阈值,记录一下
// {
// _inputGesturePhases.Add(deltaVec);
// if (_inputGesturePhases.Count > 1)
// {
// int curCount = _inputGesturePhases.Count;
// float multiDot = Vector3.Dot(_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
// {
// _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
// {
// _inputGesturePhases.Clear();
// }
// 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
// float rotateZ = bIsClockWise ? -1 * fRotateFactor * Time.deltaTime : 1 * fRotateFactor * Time.deltaTime;
// _fTotalRotate += rotateZ;
// //objRotateTarget.transform.Rotate(new Vector3(0, 0, rotateZ));
// _v3LastStarPoint = Input.mousePosition;
// //Debug.LogError(_fTotalRotate);
// if (Mathf.Abs(_fTotalRotate) > 360)
// {
// m_index++;
// if (m_index % 2 == 0)
// {
// m_battleUi.SetBattleObjState(true);
// }
// else
// {
// print("隐藏战斗UI,111111111111111:"+gameObject.name);
// m_battleUi.SetBattleObjState(false);
// }
// _fTotalRotate = 0;
// }
// }
// }
// }
// }
// else
// {
// _inputGesturePhases.Clear();//乱画就清除路径,重新来过
// }
// }
// }
//}
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......@@ -14,10 +14,10 @@ AnimatorStateMachine:
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......@@ -26,7 +26,7 @@ AnimatorStateMachine:
m_Position: {x: -30, y: 350, z: 0}
- serializedVersion: 1
m_State: {fileID: 5232131748971255912}
m_Position: {x: -260, y: 240, z: 0}
m_Position: {x: -460, y: 300, z: 0}
m_ChildStateMachines: []
m_AnyStateTransitions:
- {fileID: -5157424812580719683}
......@@ -35,7 +35,7 @@ AnimatorStateMachine:
m_EntryTransitions: []
m_StateMachineTransitions: {}
m_StateMachineBehaviours: []
m_AnyStatePosition: {x: -430, y: 200, z: 0}
m_AnyStatePosition: {x: -440, y: 70, z: 0}
m_EntryPosition: {x: -10, y: 120, z: 0}
m_ExitPosition: {x: -420, y: 610, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
......@@ -258,31 +258,31 @@ AnimatorController:
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 0}
m_Controller: {fileID: 9100000}
- m_Name: LegSweep
m_Type: 4
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 0}
m_Controller: {fileID: 9100000}
- m_Name: HurricaneKick
m_Type: 4
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 0}
m_Controller: {fileID: 9100000}
- m_Name: HurricaneKickBefor
m_Type: 4
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 0}
m_Controller: {fileID: 9100000}
- m_Name: IsFirstHurricaneKickBefor
m_Type: 4
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 0}
m_Controller: {fileID: 9100000}
m_AnimatorLayers:
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m_Name: Base Layer
......@@ -499,6 +499,20 @@ AnimatorStateTransition:
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1109 &8345979401215440795
AnimatorTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions: []
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: 0}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
serializedVersion: 1
--- !u!1101 &8973507764031670339
AnimatorStateTransition:
m_ObjectHideFlags: 1
......
......@@ -49,9 +49,13 @@ AnimatorStateMachine:
- serializedVersion: 1
m_State: {fileID: -5151482140390748444}
m_Position: {x: 770, y: 10, z: 0}
- serializedVersion: 1
m_State: {fileID: 1869662755880985605}
m_Position: {x: 1020, y: 10, z: 0}
m_ChildStateMachines: []
m_AnyStateTransitions:
- {fileID: 7789786087314244433}
- {fileID: 4811124763911306419}
m_EntryTransitions: []
m_StateMachineTransitions: {}
m_StateMachineBehaviours: []
......@@ -160,6 +164,31 @@ AnimatorStateTransition:
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1101 &-5510134768283849233
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions:
- m_ConditionMode: 2
m_ConditionEvent: HouseDancing
m_EventTreshold: 0
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: 0}
m_Solo: 0
m_Mute: 0
m_IsExit: 1
serializedVersion: 3
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 0.99044585
m_HasExitTime: 1
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1102 &-5151482140390748444
AnimatorState:
serializedVersion: 5
......@@ -377,37 +406,43 @@ AnimatorController:
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 9100000}
m_Controller: {fileID: 0}
- m_Name: MoveSpeed
m_Type: 1
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 9100000}
m_Controller: {fileID: 0}
- m_Name: Push
m_Type: 4
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 9100000}
m_Controller: {fileID: 0}
- m_Name: Grounded
m_Type: 4
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 9100000}
m_Controller: {fileID: 0}
- m_Name: Vertigo
m_Type: 4
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 9100000}
m_Controller: {fileID: 0}
- m_Name: Power
m_Type: 1
m_DefaultFloat: 1.001
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 9100000}
m_Controller: {fileID: 0}
- m_Name: HouseDancing
m_Type: 4
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 0}
m_AnimatorLayers:
- serializedVersion: 5
m_Name: Base Layer
......@@ -565,6 +600,33 @@ AnimatorStateTransition:
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1102 &1869662755880985605
AnimatorState:
serializedVersion: 5
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: HouseDancing
m_Speed: 1
m_CycleOffset: 0
m_Transitions:
- {fileID: -5510134768283849233}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
m_WriteDefaultValues: 1
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m_SpeedParameterActive: 0
m_MirrorParameterActive: 0
m_CycleOffsetParameterActive: 0
m_TimeParameterActive: 0
m_Motion: {fileID: 7400000, guid: 4f3a36da34894464997934ed2e3c201d, type: 2}
m_Tag:
m_SpeedParameter:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
--- !u!1102 &2643154680664092511
AnimatorState:
serializedVersion: 5
......@@ -606,6 +668,31 @@ AnimatorTransition:
m_Mute: 0
m_IsExit: 0
serializedVersion: 1
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m_ConditionEvent: HouseDancing
m_EventTreshold: 0
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m_DstState: {fileID: 1869662755880985605}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
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m_TransitionOffset: 0
m_ExitTime: 0
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m_HasFixedDuration: 1
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--- !u!1101 &5239871436706073785
AnimatorStateTransition:
m_ObjectHideFlags: 1
......
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This diff is collapsed.
......@@ -52,6 +52,11 @@ public class AIMove : MonoBehaviour
private float vertigoTime = 0.0f;
private AnimationManager animationManager;
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
void Start()
......@@ -123,7 +128,7 @@ public class AIMove : MonoBehaviour
{
hit.gameObject.GetComponent<Rigidbody>().AddForce(new Vector3(0, 0, 100));
scale -= reduceStep;
ReduceIsPlayChangeModeEffect();
ReduceIsPlayChangeModeEffect("PushWall");
}
else
{
......@@ -148,7 +153,8 @@ public class AIMove : MonoBehaviour
RefreshVertigo(hurt);
}
ChangeAnimationscaleState(scale);
ReduceIsPlayChangeModeEffect();
ReduceIsPlayChangeModeEffect("Hurt");
//Scale(scale, scale, scale);
}
......@@ -166,15 +172,19 @@ public class AIMove : MonoBehaviour
/// <summary>
/// 减少时,判断是否播放改变模型特效
/// </summary>
public void ReduceIsPlayChangeModeEffect()
public void ReduceIsPlayChangeModeEffect(string type)
{
int tempFood = CurrentFood;
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);
ParticleSystem ps = Instantiate(changeModeEffect, transform.position, transform.rotation);
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
}
xDelta = speed.x * Time.deltaTime;
zDelta = speed.z * Time.deltaTime;
if (vertigoTime > 0)
if (!BattleCtrl.instance.IsScoreSettlementStatus)
{
//眩晕
vertigoTime -= Time.deltaTime;
vertigoEffect.gameObject.SetActive(true);
//animator.SetBool("Vertigo", true);
//animator.SetBool("Push", false);
//animator.SetBool("Punch", false);
animationManager.ChangeAnimatorState(AnimationState.Vertigo);
xDelta = speed.x * Time.deltaTime;
zDelta = speed.z * Time.deltaTime;
if (vertigoTime > 0)
{
//眩晕
vertigoTime -= Time.deltaTime;
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
{
vertigoEffect.gameObject.SetActive(false);
vertigoTime = 0;
//animator.SetBool("Vertigo", false);
animationManager.VertigoToAwake();
Move();
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
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()
{
......
......@@ -35,7 +35,7 @@ public class BossAnimationManager : MonoBehaviour
public void ChangeAnimatorState(BossAnimationState state)
{
print(gameObject.name + ",ChangeAnimatorState:" + state);
//print(gameObject.name + ",ChangeAnimatorState:" + state);
switch (state)
{
......
......@@ -63,7 +63,7 @@ public class BossAttack : MonoBehaviour
public void ChangeAttackType(int 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()
......
......@@ -53,12 +53,15 @@ public class BossMove : MonoBehaviour
private bool LegSweepIsFinsh = false;
private bool HurricaneKickIsFinsh = false;
private bool HurricaneKickBeforIsFinsh = false;
private bool IsCanRotate = true;
private bool IsCanMove = true;
private bool isHurricaneKick = false;
public ParticleSystem ps;
public ParticleSystem ps2;
public int TempInjuries = 0;//受到的伤害
public ParticleSystem changeModeEffect;
......@@ -116,11 +119,18 @@ public class BossMove : MonoBehaviour
{
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
public void Hurt(int hurt)
{
life-=hurt;
if (life <=0)
{
//Boos死亡
......@@ -130,14 +140,21 @@ public class BossMove : MonoBehaviour
{
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()
{
//print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle);
......@@ -162,11 +179,11 @@ public class BossMove : MonoBehaviour
if (isDeltaTime2)
{
//扫腿处于冷却中。
print("扫腿冷却中");
//print("扫腿冷却中");
CurrentLegSweepCoolingTime += Time.deltaTime;
if (CurrentLegSweepCoolingTime >= LegSweepCoolingTime)
{
print("扫腿冷却完毕");
//print("扫腿冷却完毕");
CurrentLegSweepCoolingTime = 0;
isDeltaTime2 = false;
}
......@@ -265,7 +282,7 @@ public class BossMove : MonoBehaviour
}
else if (dic < 10 && !isDeltaTime2)
{
print("扫腿");
//print("扫腿");
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。
isDeltaTime2 = true;
......@@ -275,7 +292,7 @@ public class BossMove : MonoBehaviour
}
else
{
print("追击目标");
//print("追击目标");
bossAnimationManager.ChangeAnimatorState(BossAnimationState.NotAttack);
}
......@@ -310,7 +327,7 @@ public class BossMove : MonoBehaviour
if (targetObj!= null&&IsCanRotate)
{
//是否可以旋转
print("Boss旋转");
//print("Boss旋转");
Vector3 speed = Vector3.zero;
Vector3 pos1 = new Vector3(transform.position.x, 0, transform.position.z);
Vector3 pos2 = new Vector3(targetObj.transform.position.x, 0, targetObj.transform.position.z);
......@@ -328,6 +345,22 @@ public class BossMove : MonoBehaviour
}
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)
{
//是否可以移动
......
......@@ -9,6 +9,7 @@ public enum AnimationState
Push = 3,
Idle=4,
Run=5,
HouseDancing=6,
}
public class AnimationManager : MonoBehaviour
{
......@@ -64,6 +65,17 @@ public class AnimationManager : MonoBehaviour
animator.SetBool("Punch", false);
animator.SetLayerWeight(1, 0);
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:
Debug.LogError(state);
......@@ -102,7 +114,7 @@ public class AnimationManager : MonoBehaviour
{
if (!IsCanResetPunch) return;
IsCanResetPunch = false;
print("ResetPunch");
//print("ResetPunch");
animator.SetBool("Punch", false);
animator.SetLayerWeight(1, 0);
}
......
......@@ -27,15 +27,17 @@ public class EndPoint : MonoBehaviour
{
//游戏胜利
print("Player先到终点");
BattleCtrl.instance.OnBattleWin();
//BattleCtrl.instance.EnterScoreSettlementStatus("Win");
//BattleCtrl.instance.OnBattleWin();
other.gameObject.GetComponent<PlayerMove>().isMyWin = true;
BattleCtrl.instance.EnterScoreSettlementStatus("Win");
}
else if (other.tag == "Competitor")
{
//游戏失败
print("Competitor先到终点");
BattleCtrl.instance.OnBattleFail();
//BattleCtrl.instance.EnterScoreSettlementStatus("Fail");
other.gameObject.GetComponent<AIMove>().isMyWin = true;
//BattleCtrl.instance.OnBattleFail();
BattleCtrl.instance.EnterScoreSettlementStatus("Fail");
}
}
public void gameWin()
......
......@@ -10,26 +10,23 @@ public class Food : MonoBehaviour
private float xDelta = 0;
private float zDelta = 0;
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()
{
//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()
{
if (!BattleCtrl.instance.isStartBattle)
{
//游戏没有开始
......@@ -42,23 +39,56 @@ public class Food : MonoBehaviour
}
if (targetObj == null)
if (isUnNomalFood)
{
xDelta = 0;
zDelta = 0;
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
{
Vector3 speed = (targetObj.transform.position - transform.position).normalized * VSpeed;
xDelta = speed.x * Time.deltaTime;
zDelta = speed.z * Time.deltaTime;
if (targetObj == null)
{
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()
{
randomFood = transform.parent.parent.GetComponent<RandomFood>();
randomFood.AddFoodPos(transform.parent);
if (transform.parent != null)
{
if (transform.parent.parent != null)
{
randomFood = transform.parent.parent.GetComponent<RandomFood>();
randomFood.AddFoodPos(transform.parent);
}
}
}
}
......@@ -86,4 +86,7 @@ public class RandomFood : MonoBehaviour
//print("生成食物:"+ addFood);
GenerateRandomFood(addFood);
}
}
......@@ -51,6 +51,12 @@ public class PlayerMove : MonoBehaviour
public RiseBridge riseBridge;
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
//print("推墙");
hit.gameObject.GetComponent<Rigidbody>().AddForce(new Vector3(0, 0, 100));
scale -= reduceStep;
ReduceIsPlayChangeModeEffect();
ReduceIsPlayChangeModeEffect("PushWall");
}
else
{
......@@ -133,7 +139,8 @@ public class PlayerMove : MonoBehaviour
RefreshVertigo(hurt);
}
ChangeAnimationscaleState(scale);
ReduceIsPlayChangeModeEffect();
ReduceIsPlayChangeModeEffect("Hurt");
}
//食物增加时,判断是否播放改变模型特效
public void AddIsPlayChangeModeEffect()
......@@ -149,15 +156,19 @@ public class PlayerMove : MonoBehaviour
/// <summary>
/// 减少时,判断是否播放改变模型特效
/// </summary>
public void ReduceIsPlayChangeModeEffect()
public void ReduceIsPlayChangeModeEffect(string type)
{
int tempFood = CurrentFood;
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);
ParticleSystem ps = Instantiate(changeModeEffect, transform.position, transform.rotation);
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
{
//print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle);
//print("游戏是否结束:"+ BattleCtrl.instance.isEndBattle);
reduceStep = 0.023f / 0.1f * addScale;
if (!BattleCtrl.instance.isStartBattle)
{
......@@ -311,6 +324,40 @@ public class PlayerMove : MonoBehaviour
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
if (targetWall == null)
......@@ -375,10 +422,33 @@ public class PlayerMove : MonoBehaviour
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()
......
fileFormatVersion: 2
guid: a226bc0f0f6fc6648bdf5ff48c5f6f00
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
......@@ -18,7 +18,12 @@ public class TestCharacterC : MonoBehaviour
// Update is called once per frame
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);
}
}
......@@ -311,12 +311,12 @@ GameObject:
- component: {fileID: 1449232318}
- component: {fileID: 1449232319}
m_Layer: 0
m_Name: Cube1
m_Name: Competitor
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!143 &1449232314
CharacterController:
m_ObjectHideFlags: 0
......@@ -421,7 +421,7 @@ BoxCollider:
m_GameObject: {fileID: 1449232313}
m_Material: {fileID: 0}
m_IsTrigger: 0
m_Enabled: 1
m_Enabled: 0
serializedVersion: 2
m_Size: {x: 1, y: 7.156974, z: 1}
m_Center: {x: 0, y: 3.078487, z: 0}
......@@ -441,12 +441,12 @@ GameObject:
- component: {fileID: 1576685845}
- component: {fileID: 1576685846}
m_Layer: 0
m_Name: Cube2
m_TagString: Untagged
m_Name: Player
m_TagString: Competitor
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!143 &1576685840
CharacterController:
m_ObjectHideFlags: 0
......@@ -520,7 +520,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1576685839}
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_Children: []
m_Father: {fileID: 0}
......@@ -533,7 +533,7 @@ MonoBehaviour:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1576685839}
m_Enabled: 1
m_Enabled: 0
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: fe9b447ccc15eb24cbbc1299f715233c, type: 3}
m_Name:
......@@ -566,7 +566,7 @@ BoxCollider:
m_GameObject: {fileID: 1576685839}
m_Material: {fileID: 0}
m_IsTrigger: 0
m_Enabled: 1
m_Enabled: 0
serializedVersion: 2
m_Size: {x: 1, y: 1, z: 1}
m_Center: {x: 0, y: 0, z: 0}
......@@ -583,7 +583,7 @@ GameObject:
- component: {fileID: 1928161228}
- component: {fileID: 1928161227}
m_Layer: 0
m_Name: Quad
m_Name: Ground
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
......@@ -659,7 +659,7 @@ Transform:
m_GameObject: {fileID: 1928161226}
m_LocalRotation: {x: 0.7071068, y: 0, z: 0, w: 0.7071068}
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_Father: {fileID: 0}
m_RootOrder: 2
......
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()
{
}
}
fileFormatVersion: 2
guid: b5b3e51fac851fd46822f00483263377
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
......@@ -30,6 +30,19 @@ MonoBehaviour:
m_EditorClassIdentifier:
VSpeed: 5
targetObj: {fileID: 0}
--- !u!65 &8037287731998634036
BoxCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4201393565975677940}
m_Material: {fileID: 0}
m_IsTrigger: 1
m_Enabled: 1
serializedVersion: 2
m_Size: {x: 0.28066528, y: 0.15644814, z: 0.05805028}
m_Center: {x: 0.00033928454, y: 0.041200146, z: -0.0000009201467}
--- !u!1001 &4199887864893652916
PrefabInstance:
m_ObjectHideFlags: 0
......@@ -111,7 +124,8 @@ PrefabInstance:
propertyPath: m_IsTrigger
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: []
m_RemovedComponents:
- {fileID: 64570622328545086, guid: 5d3dafc3b20484eb1971092f27cac145, type: 3}
m_SourcePrefab: {fileID: 100100000, guid: 5d3dafc3b20484eb1971092f27cac145, type: 3}
--- !u!1 &4201393565975677940 stripped
GameObject:
......
......@@ -30,6 +30,19 @@ MonoBehaviour:
m_EditorClassIdentifier:
VSpeed: 5
targetObj: {fileID: 0}
--- !u!65 &3424539357758085125
BoxCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4488542462492886108}
m_Material: {fileID: 0}
m_IsTrigger: 1
m_Enabled: 1
serializedVersion: 2
m_Size: {x: 0.12390807, y: 0.34718618, z: 0.123094276}
m_Center: {x: 0.0004448779, y: 0.14200105, z: -0.0003015045}
--- !u!1001 &4489775756594035602
PrefabInstance:
m_ObjectHideFlags: 0
......@@ -106,6 +119,11 @@ PrefabInstance:
propertyPath: m_IsTrigger
value: 1
objectReference: {fileID: 0}
- target: {fileID: 136792103230944734, guid: 5b6062007637241e0b729ae8d458864b,
type: 3}
propertyPath: m_Enabled
value: 0
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 5b6062007637241e0b729ae8d458864b, type: 3}
--- !u!1 &4488542462492886108 stripped
......
......@@ -30,6 +30,19 @@ MonoBehaviour:
m_EditorClassIdentifier:
VSpeed: 5
targetObj: {fileID: 0}
--- !u!65 &3943766374620641027
BoxCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8308488070836470441}
m_Material: {fileID: 0}
m_IsTrigger: 1
m_Enabled: 1
serializedVersion: 2
m_Size: {x: 0.10713473, y: 0.07358828, z: 0.2171973}
m_Center: {x: 0.00047181733, y: 0.02690774, z: 0}
--- !u!1001 &2242307830803790759
PrefabInstance:
m_ObjectHideFlags: 0
......@@ -42,6 +55,11 @@ PrefabInstance:
propertyPath: m_IsTrigger
value: 1
objectReference: {fileID: 0}
- target: {fileID: 3719633197606633771, guid: e8fe085ad223d6d4a91a90ace7502cf8,
type: 3}
propertyPath: m_Enabled
value: 0
objectReference: {fileID: 0}
- target: {fileID: 7805840925051200814, guid: e8fe085ad223d6d4a91a90ace7502cf8,
type: 3}
propertyPath: m_LocalPosition.x
......
......@@ -30,6 +30,19 @@ MonoBehaviour:
m_EditorClassIdentifier:
VSpeed: 5
targetObj: {fileID: 0}
--- !u!65 &4032240151389544320
BoxCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7441636673628327258}
m_Material: {fileID: 0}
m_IsTrigger: 1
m_Enabled: 1
serializedVersion: 2
m_Size: {x: 0.07430576, y: 0.1936519, z: 0.07483297}
m_Center: {x: 0.00042974018, y: 0.08309094, z: 0.0013698749}
--- !u!1001 &6580752451347437921
PrefabInstance:
m_ObjectHideFlags: 0
......@@ -122,6 +135,11 @@ PrefabInstance:
propertyPath: m_IsTrigger
value: 1
objectReference: {fileID: 0}
- target: {fileID: 6487572058764796183, guid: 13b6c374cc44590419d9532924576e3c,
type: 3}
propertyPath: m_Enabled
value: 0
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 13b6c374cc44590419d9532924576e3c, type: 3}
--- !u!1 &7441636673628327258 stripped
......
......@@ -30,6 +30,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
VSpeed: 5
targetObj: {fileID: 0}
isUnNomalFood: 0
--- !u!1001 &3455431711706918031
PrefabInstance:
m_ObjectHideFlags: 0
......@@ -106,6 +107,31 @@ PrefabInstance:
propertyPath: m_IsTrigger
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