Commit cd947850 authored by czy's avatar czy

打击特效

parent 73657235
This diff is collapsed.
using System.Collections.Generic;
using UnityEngine;
public enum AIStrategy
{
StraightLine=1, //直线
PickUpPropsAndGold=2, //拾取道具和金币
AvoidObstaclesAndPickUp= 3 //躲避障碍物 并拾取道具和金币
}
public class AIMove : MonoBehaviour
{
[Header("控制移动")]
[Tooltip("控制向前的速度。")]
public float VSpeed = 20.0f;
private CharacterController characterController;
public float VSpeed = 10.0f;
//墙
public GameObject targetWall;
//path pos0
public GameObject pathPos0;
//眩晕特效
public ParticleSystem vertigoEffect;
[Header("大小")]
public int MaxFood = 20;
private float scale = 1;
public float addScale = 0.1f;
public float reduceStep=0.023f;
//控制移动的中间变量
private float xDelta = 0.0f;
private float yDelta = 0;
private float zDelta = 0;
private float SpeedY = 0;//相当于重力
public float power = 1;
//状态
[HideInInspector]
public float MoveSpeed = 0.0f;
private bool Grounded = false;
//动画
private Animator animator;
private Animator animator;//动画
private CharacterController characterController;
private GameObject targetObj;
private int RandomFoodNumberToPush=1;
private int HaveFoodNumber=0;
//墙
public GameObject targetWall;
//path pos0
public GameObject pathPos0;
//眩晕特效
public ParticleSystem vertigoEffect;
private int RandomFoodNumberToPush = 1;
private int HaveFoodNumber = 0;
public enum AIState
{
FindFood=0, //找食物
......@@ -76,8 +73,17 @@ public class AIMove : MonoBehaviour
//targetObj = targetWall;
aiState = AIState.GoToPathPos0; //到路径起点,准备去推墙
}
power += 0.3f;
Scale(power, power, power);
if(scale >= (1 + MaxFood * addScale))
{
scale = 1 + MaxFood * addScale;
}
else
{
scale += addScale;
}
ChangeAnimationscaleState(scale);
Scale(scale, scale, scale);
Destroy(other.gameObject);
}
}
......@@ -91,46 +97,59 @@ public class AIMove : MonoBehaviour
if (hit.gameObject==targetWall)
{
//print("碰到墙");
if (power > 1)
if (scale > 1)
{
hit.gameObject.GetComponent<Rigidbody>().AddForce(new Vector3(0, 0, 100));
power -= 0.01f;
scale -= 0.023f;
}
else
{
power = 1;
scale = 1;
RandomFoodNumberToPush = Random.Range(1,11);
HaveFoodNumber = 0;
//targetObj = GetTargetPos();
//print("改变状态为回到起点2");
aiState = AIState.TurnBackToPathPos0; //到路径起点,准备去找食物
}
Scale(power, power, power);
ChangeAnimationscaleState(scale);
Scale(scale, scale, scale);
}
}
//受到伤害
public void Hurt(float hurt)
{
power -= hurt;
if (power < 1)
scale -= hurt;
if (scale < 1)
{
power = 1;
AddVertigo(1);
scale = 1;
RefreshVertigo(hurt);
}
Scale(power, power, power);
ChangeAnimationscaleState(scale);
Scale(scale, scale, scale);
}
//scale
public void ChangeAnimationscaleState(float scale)
{
animator.SetFloat("Power", scale);
}
//增加眩晕时长眩晕
public void AddVertigo(float time)
{
vertigoTime += time;
}
public void RefreshVertigo(float time)
{
if (vertigoTime < time)
{
vertigoTime = time;
}
}
private void FixedUpdate()
{
//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)
{
return;
......@@ -195,7 +214,7 @@ public class AIMove : MonoBehaviour
}
//-------------------------------------------------------------------------------------
//print("aiState:" + aiState+ "-targetObj:" + targetObj+" 距离:"+ Vector3.Distance(transform.position, pathPos0.transform.position));
print("aiState:" + aiState+ "-targetObj:" + targetObj+" 距离:"+ Vector3.Distance(transform.position, pathPos0.transform.position));
yDelta = SpeedY * Time.deltaTime;
Vector3 speed=( targetObj.transform.position - transform.position).normalized*VSpeed;
......
......@@ -4,11 +4,14 @@ using UnityEngine;
public class Attack : MonoBehaviour
{
public Transform LeftHandPos;
public Transform RightHandPos;
private AttackTrigger attackTrigger;
// Start is called before the first frame update
void Start()
{
attackTrigger = gameObject.transform.parent.GetComponentInChildren<AttackTrigger>();
}
// Update is called once per frame
......@@ -19,11 +22,13 @@ public class Attack : MonoBehaviour
public void AttackLeft()
{
//print(gameObject.name+":左手攻击");
gameObject.transform.parent.GetComponentInChildren<AttackTrigger>().isCauseDamage = true ;
attackTrigger.isCauseDamage = true ;
attackTrigger.hitPos = LeftHandPos.gameObject;
}
public void AttackRight()
{
//print(gameObject.name + ":右手攻击");
gameObject.transform.parent.GetComponentInChildren<AttackTrigger>().isCauseDamage = true;
attackTrigger.isCauseDamage = true;
attackTrigger.hitPos = RightHandPos.gameObject;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Food : MonoBehaviour
{
public float VSpeed=5;
[HideInInspector]
public GameObject targetObj;
private float xDelta = 0;
private float zDelta = 0;
private void Start()
{
}
//private void OnTriggerEnter(Collider other)
//{
// if (other.tag == "Player")
// {
// other.gameObject.GetComponentInChildren<PlayerMove>().EatFood();
// }else if (other.tag == "Competitor")
// {
// }
//}
private void Update()
{
if (targetObj == null)
{
xDelta = 0;
zDelta = 0;
}
else
{
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));
}
private void OnDestroy()
{
RandomFood.instance.AddFoodPos(transform.parent);
}
}
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......@@ -11,7 +11,15 @@ public class RandomFood : MonoBehaviour
private float timer = 0;
public List<Transform> foodPoint;
public List<GameObject> foods;
//没有食物的point
[HideInInspector]
public List<Transform> residueFoodPoint;
public static RandomFood instance;
private void Awake()
{
instance = this;
residueFoodPoint = new List<Transform>(foodPoint);
}
void Start()
{
GenerateRandomFood(foodNumber);
......@@ -31,8 +39,8 @@ public class RandomFood : MonoBehaviour
GameObject[] currFoods= GameObject.FindGameObjectsWithTag("Food");
if (currFoods.Length == 0)
{
timer = 0;
GenerateRandomFood(foodNumber);
//timer = 0;
//GenerateRandomFood(foodNumber);
}
}
......@@ -42,6 +50,7 @@ public class RandomFood : MonoBehaviour
/// <param name="number"></param>
public void GenerateRandomFood(int number)
{
print("生成食物个数:"+number);
for (int i = 0; i < number; i++)
{
GameObject obj = getRandomFoodObj();
......@@ -49,10 +58,20 @@ public class RandomFood : MonoBehaviour
Instantiate(obj, foodParent.position, foodParent.rotation, foodParent);
}
}
private Transform getRandomPos()
{
return foodPoint[Random.Range(0, foodPoint.Count)];
int index = Random.Range(0, residueFoodPoint.Count);
Transform result= residueFoodPoint[index];
residueFoodPoint.RemoveAt(index);
return result;
}
public void AddFoodPos(Transform foodPos)
{
residueFoodPoint.Add(foodPos);
}
private GameObject getRandomFoodObj()
{
return foods[Random.Range(0, foods.Count)];
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MagnetTrigger : MonoBehaviour
{
public Transform FollowTarget;
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.position = new Vector3(FollowTarget.position.x, transform.position.y, FollowTarget.position.z);
//transform.localScale = FollowTarget.localScale;
}
private void OnTriggerEnter(Collider other)
{
//print("33333333333"+other.name);
if (other.tag == "Food")
{
other.GetComponent<Food>().targetObj = gameObject;
}
}
private void OnTriggerExit(Collider other)
{
if (other.tag == "Food")
{
other.GetComponent<Food>().targetObj = null;
}
}
}
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......@@ -5,10 +5,14 @@ using UnityEngine;
public class AttackTrigger : MonoBehaviour
{
public Animator animator;
public string OtherTag= "Competitor";
public string OtherTag = "Competitor";
public GameObject targetWall;
//伤害帧
public bool isCauseDamage=false;
public bool isCauseDamage = false;
[Header("打人特效")]
public ParticleSystem hitEffects;
[HideInInspector]
public GameObject hitPos;
void Start()
{
......@@ -34,16 +38,24 @@ public class AttackTrigger : MonoBehaviour
}
private void OnTriggerStay(Collider other)
{
ParticleSystem ps;
if (other.tag == OtherTag&&isCauseDamage)
{
//print(other.name+"受到伤害:");
if (other.tag == "Player")
{
other.gameObject.GetComponentInChildren<PlayerMove>().Hurt(0.5f);
ps= Instantiate(hitEffects, hitPos.transform.position, hitPos.transform.rotation);
ps.gameObject.AddComponent<DestroyMySel>();
Handheld.Vibrate();//手机震动
}
else if (other.tag == "Competitor")
{
other.gameObject.GetComponentInChildren<AIMove>().Hurt(0.5f);
ps=Instantiate(hitEffects, hitPos.transform.position, hitPos.transform.rotation);
ps.gameObject.AddComponent<DestroyMySel>();
Handheld.Vibrate();//手机震动
}
}
}
......@@ -65,14 +77,30 @@ public class AttackTrigger : MonoBehaviour
//Push
public void ChangeAnimationPushState(bool isPush)
{
if (animator.GetBool("Vertigo"))
{
return;
}
animator.SetBool("Push", isPush);
animator.SetLayerWeight(1, isPush?1:0);
}
//punch
public void ChangeAnimationPunchState(bool isPunch)
{
if (animator.GetBool("Vertigo"))
{
return;
}
animator.SetBool("Punch", isPunch);
animator.SetLayerWeight(1, isPunch ? 1 : 0);
if (!isPunch||animator.GetFloat("Power") < 1.1f) {
animator.SetLayerWeight(1, 0);
}
else
{
animator.SetLayerWeight(1,1);
}
//animator.SetLayerWeight(1, isPunch ? 1 : 0);
}
}
......@@ -12,115 +12,124 @@ public class PlayerMove : MonoBehaviour
{
[Header("控制移动")]
[Tooltip("控制向前的速度。")]
public float VSpeed = 20.0f;
public int SpeedLevel = 1;
[Tooltip("每升一级增加的速度")]
public float AddSpeed = 10.0f;
[Tooltip("控制左右移动的速度。")]
public float HSpeed = 10.0f;
[Tooltip("游戏结束每秒减少的速度")]
public float deceleration = 15;
[Header("特效")]
public ParticleSystem particleChange; //变身特效
public float power = 1;
private RaycastHit RHit;
private CharacterController characterController;
private RectTransform m_thumbRT;//摇杆
public float VSpeed = 10.0f;
[Header("大小")]
public int MaxFood = 20;
public float scale = 1;
public float addScale = 0.1f; //0.1f
private float reduceStep= 0.023f; //0.023f reduceStep = 0.023f / 0.1f * addScale;
[Header("目标墙")]
public GameObject targetWall;
public GameObject children;
[Header("眩晕特效")]
public ParticleSystem vertigoEffect;
private float timer = 0.0f;
//输入控制player移动的中间变量
private float _vertSpeed = 0.0f;
private float xDelta=0.0f;
private float yDelta = 0;
private float zDelta = 0;
private RaycastHit RHit;
private CharacterController characterController;
private RectTransform m_thumbRT;//摇杆
//动画
private Animator animator;
//状态
[HideInInspector]
public float MoveSpeed=0.0f;
private bool Grounded = false;
public GameObject targetWall;
public GameObject children;
//眩晕
[HideInInspector]
public float vertigoTime = 0.0f;
public ParticleSystem vertigoEffect;
// Start is called before the first frame update
void Start()
{
//从配置文件ConfigurationFile中获取数据
//VSpeed = ConfigurationFile.instance.VSpeed;
SpeedLevel = ConfigurationFile.instance.SpeedLevel;
//AddSpeed = ConfigurationFile.instance.AddSpeed;
//HSpeed = ConfigurationFile.instance.HSpeed;
//摇杆控制
GameServices.inputService.joyStick.onTouchStart.AddListener(OnTouchStart);
GameServices.inputService.joyStick.onTouchUp.AddListener(OnTouchUp);
m_thumbRT = GameServices.inputService.joyStick.thumb;
//获取animator组件
animator=GetComponentInChildren<Animator>();
//获取rigibody组件
//m_rigidBody = GetComponent<Rigidbody>();
//获取characterController组件
characterController = GetComponentInChildren<CharacterController>();
}
private void OnTriggerEnter(Collider other)
{
//print("OnTriggerEnter:"+other.name);
//print("OnTriggerEnter:"+other.tag+"--"+other.name);
if (other.tag == "Food")
{
//other.gameObject.GetComponentInChildren<Gold>().PlayParticle();//吃金币特效
//Vector2 screenPoint = Camera.main.WorldToScreenPoint(other.gameObject.transform.position);
//BattleUI.instance.GenerateAddMoneyUI(100, screenPoint);
//Destroy(other.gameObject);
//print("吃到食物。");
power+=0.1f;
Scale(power,power,power);
if (scale >= (1 + MaxFood * addScale))
{
scale = 1 + MaxFood * addScale;
}
else
{
scale += addScale;
}
ChangeAnimationscaleState(scale);
Scale(scale, scale, scale);
Destroy(other.gameObject);
}
//print("1111" + other.gameObject.tag + "+" + other.gameObject.name);
}
private void OnControllerColliderHit(ControllerColliderHit hit)
{
if (hit.gameObject== targetWall)
{
//print("碰到墙");
if (power>1)
if (scale>1)
{
hit.gameObject.GetComponent<Rigidbody>().AddForce(new Vector3(0, 0, 100));
power -= 0.023f;
scale -= reduceStep;
}
else
{
power = 1;
scale = 1;
}
Scale(power, power, power);
ChangeAnimationscaleState(scale);
Scale(scale, scale, scale);
}
//print("22222"+hit.gameObject.tag+"+"+hit.gameObject.name);
}
//受到伤害
public void Hurt(float hurt)
{
power -= hurt;
if (power < 1)
scale -= hurt;
if (scale < 1)
{
power = 1;
AddVertigo(1);
scale = 1;
RefreshVertigo(hurt);
}
Scale(power, power, power);
ChangeAnimationscaleState(scale);
Scale(scale, scale, scale);
}
//scale
public void ChangeAnimationscaleState(float scale)
{
animator.SetFloat("Power", scale);
}
//增加眩晕时长眩晕
public void AddVertigo(float time)
{
vertigoTime += time;
}
public void RefreshVertigo(float time)
{
if (vertigoTime < time)
{
vertigoTime = time;
}
}
private void Scale(float x,float y,float z)
{
transform.localScale = new Vector3(x,y,x);
......@@ -162,10 +171,6 @@ public class PlayerMove : MonoBehaviour
{
return;
}
//m_bControlPlay = true;
BattleCtrl.instance.battleUI.SetSymbolPos(0, 0);
//----------摇杆操作
......@@ -189,15 +194,7 @@ public class PlayerMove : MonoBehaviour
{
//print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle);
//print("游戏是否结束:"+ BattleCtrl.instance.isEndBattle);
//从配置文件ConfigurationFile中获取数据
VSpeed = ConfigurationFile.instance.VSpeed;
//SpeedLevel = ConfigurationFile.instance.SpeedLevel; //初始化一次。
AddSpeed = ConfigurationFile.instance.AddSpeed;
HSpeed = ConfigurationFile.instance.HSpeed;
deceleration = ConfigurationFile.instance.deceleration;
reduceStep = 0.023f / 0.1f * addScale;
if (!BattleCtrl.instance.isStartBattle)
{
//游戏没有开始
......@@ -208,10 +205,6 @@ public class PlayerMove : MonoBehaviour
//游戏没有结束
return;
}
RaycastHit hit;
xDelta = 0;
yDelta = 0;
......@@ -272,7 +265,7 @@ public class PlayerMove : MonoBehaviour
if (characterController.velocity.z >= 0)
{
//print("滑行");
characterController.SimpleMove(new Vector3(0, 0, characterController.velocity.z - deceleration * Time.deltaTime));
//characterController.SimpleMove(new Vector3(0, 0, characterController.velocity.z - deceleration * Time.deltaTime));
}
else
{
......@@ -320,10 +313,10 @@ public class PlayerMove : MonoBehaviour
{
//transform.position += transform.right * GameServices.inputService.joyStick.axisX.axisValue * HSpeed * Time.deltaTime;
xDelta += GameServices.inputService.joyStick.axisX.axisValue * HSpeed * Time.deltaTime;
xDelta += GameServices.inputService.joyStick.axisX.axisValue * VSpeed * Time.deltaTime;
//characterController.Move((transform.forward * MoveSpeed + new Vector3(0, _vertSpeed, 0)) * Time.deltaTime + (new Vector3(xDelta, 0, 0)));
}
zDelta += GameServices.inputService.joyStick.axisY.axisValue * HSpeed * Time.deltaTime;
zDelta += GameServices.inputService.joyStick.axisY.axisValue * VSpeed * Time.deltaTime;
if (xDelta!=0||zDelta!=0)
{
//float angle = Vector3.Angle(new Vector3(transform.forward.x, 0, transform.forward.z), new Vector3(xDelta, 0, zDelta));
......
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