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czy
BattleMuscle
Commits
cd947850
Commit
cd947850
authored
May 11, 2021
by
czy
Browse files
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打击特效
parent
73657235
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26 changed files
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1493 additions
and
187 deletions
+1493
-187
Running3.controller
...Assets/Art_Assets/Animation/Animation/Running3.controller
+201
-60
Level 1.unity
BattleMuscle/Assets/Levels/Level 1.unity
+475
-14
AIMove.cs
BattleMuscle/Assets/My/Scripts/AI/AIMove.cs
+53
-34
Attack.cs
BattleMuscle/Assets/My/Scripts/Attack.cs
+8
-3
Food.cs
BattleMuscle/Assets/My/Scripts/Food/Food.cs
+49
-0
Food.cs.meta
BattleMuscle/Assets/My/Scripts/Food/Food.cs.meta
+11
-0
RandomFood.cs
BattleMuscle/Assets/My/Scripts/Food/RandomFood.cs
+23
-4
MagnetTrigger.cs
BattleMuscle/Assets/My/Scripts/MagnetTrigger.cs
+35
-0
MagnetTrigger.cs.meta
BattleMuscle/Assets/My/Scripts/MagnetTrigger.cs.meta
+11
-0
AttackTrigger.cs
BattleMuscle/Assets/My/Scripts/Player/AttackTrigger.cs
+31
-3
PlayerMove.cs
BattleMuscle/Assets/My/Scripts/Player/PlayerMove.cs
+62
-69
apple Variant.prefab
BattleMuscle/Assets/Prefabs/Props/Food/apple Variant.prefab
+30
-0
banana Variant.prefab
BattleMuscle/Assets/Prefabs/Props/Food/banana Variant.prefab
+36
-0
beer Variant.prefab
BattleMuscle/Assets/Prefabs/Props/Food/beer Variant.prefab
+36
-0
burger Variant.prefab
BattleMuscle/Assets/Prefabs/Props/Food/burger Variant.prefab
+36
-0
corn Variant.prefab
BattleMuscle/Assets/Prefabs/Props/Food/corn Variant.prefab
+36
-0
fries Variant.prefab
BattleMuscle/Assets/Prefabs/Props/Food/fries Variant.prefab
+36
-0
honey Variant.prefab
BattleMuscle/Assets/Prefabs/Props/Food/honey Variant.prefab
+36
-0
hotdog Variant.prefab
BattleMuscle/Assets/Prefabs/Props/Food/hotdog Variant.prefab
+36
-0
ice-cream-cone Variant.prefab
...e/Assets/Prefabs/Props/Food/ice-cream-cone Variant.prefab
+36
-0
pizza-cheese Variant.prefab
...cle/Assets/Prefabs/Props/Food/pizza-cheese Variant.prefab
+36
-0
pizza-cheese-slice Variant.prefab
...sets/Prefabs/Props/Food/pizza-cheese-slice Variant.prefab
+36
-0
pizza-mozzarella Variant.prefab
...Assets/Prefabs/Props/Food/pizza-mozzarella Variant.prefab
+36
-0
pizza-mozzarella-slice Variant.prefab
.../Prefabs/Props/Food/pizza-mozzarella-slice Variant.prefab
+36
-0
sushi Variant.prefab
BattleMuscle/Assets/Prefabs/Props/Food/sushi Variant.prefab
+36
-0
sushi-shrimp Variant.prefab
...cle/Assets/Prefabs/Props/Food/sushi-shrimp Variant.prefab
+36
-0
No files found.
BattleMuscle/Assets/Art_Assets/Animation/Animation/Running3.controller
View file @
cd947850
This diff is collapsed.
Click to expand it.
BattleMuscle/Assets/Levels/Level 1.unity
View file @
cd947850
This diff is collapsed.
Click to expand it.
BattleMuscle/Assets/My/Scripts/AI/AIMove.cs
View file @
cd947850
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
animato
r
;
private
Animator
animator
;
//动画
private
CharacterController
characterControlle
r
;
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
-=
0.01
f
;
scale
-=
0.023
f
;
}
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
;
...
...
BattleMuscle/Assets/My/Scripts/Attack.cs
View file @
cd947850
...
...
@@ -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
;
}
}
BattleMuscle/Assets/My/Scripts/Food/Food.cs
0 → 100644
View file @
cd947850
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
);
}
}
BattleMuscle/Assets/My/Scripts/Food/Food.cs.meta
0 → 100644
View file @
cd947850
fileFormatVersion: 2
guid: fa0c4ce253151bb4a8b86199018b3198
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
BattleMuscle/Assets/My/Scripts/Food/RandomFood.cs
View file @
cd947850
...
...
@@ -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
)];
...
...
BattleMuscle/Assets/My/Scripts/MagnetTrigger.cs
0 → 100644
View file @
cd947850
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
;
}
}
}
BattleMuscle/Assets/My/Scripts/MagnetTrigger.cs.meta
0 → 100644
View file @
cd947850
fileFormatVersion: 2
guid: 4d1f38fd092b2bc409ed928e3980ff88
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
BattleMuscle/Assets/My/Scripts/Player/AttackTrigger.cs
View file @
cd947850
...
...
@@ -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);
}
}
BattleMuscle/Assets/My/Scripts/Player/PlayerMove.cs
View file @
cd947850
...
...
@@ -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
*
H
Speed
*
Time
.
deltaTime
;
xDelta
+=
GameServices
.
inputService
.
joyStick
.
axisX
.
axisValue
*
V
Speed
*
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
*
H
Speed
*
Time
.
deltaTime
;
zDelta
+=
GameServices
.
inputService
.
joyStick
.
axisY
.
axisValue
*
V
Speed
*
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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