Commit e4adaa0f authored by czy's avatar czy

添加Boss以及Boss伤害

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...@@ -194,6 +194,7 @@ public class AIMove : MonoBehaviour ...@@ -194,6 +194,7 @@ public class AIMove : MonoBehaviour
{ {
return; return;
} }
Grounded = characterController.isGrounded;
if (!Grounded) if (!Grounded)
{ {
SpeedY += -9.8f * 5 * Time.deltaTime; SpeedY += -9.8f * 5 * Time.deltaTime;
...@@ -224,10 +225,12 @@ public class AIMove : MonoBehaviour ...@@ -224,10 +225,12 @@ public class AIMove : MonoBehaviour
//去推墙 //去推墙
if (targetWall == null) if (targetWall == null)
{ {
//按路径返回 ////按路径返回
targetObj = pathPos0; //targetObj = pathPos0;
//print("改变状态为回到起点1"); ////print("改变状态为回到起点1");
aiState = AIState.TurnBackToPathPos0; //aiState = AIState.TurnBackToPathPos0;
targetObj = GameObject.FindGameObjectWithTag("Boss");
} }
else else
{ {
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum AttackType
{
Null = 0,
LegSweep = 1,
HurricaneKick = 2
}
public class BossAttack : MonoBehaviour
{
[Header("扫腿攻击")]
public Transform RightThigh;//右腿
public GameObject LegSweepTrigger; //攻击
private GameObject TempLegSweepObj;
[Header("旋腿攻击")]
public Transform LeftThigh;//左腿
public GameObject HurricaneKickTrigger; //攻击
private GameObject TempHurricaneKickObj;
public AttackType attackType = AttackType.Null;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
switch (attackType)
{
case AttackType.Null:
if (TempLegSweepObj != null) Destroy(TempLegSweepObj);
if (TempHurricaneKickObj != null) Destroy(TempHurricaneKickObj);
break;
case AttackType.LegSweep:
if (TempLegSweepObj == null)
{
TempLegSweepObj = Instantiate(LegSweepTrigger, RightThigh);
}
break;
case AttackType.HurricaneKick:
if (TempHurricaneKickObj == null)
{
TempHurricaneKickObj = Instantiate(HurricaneKickTrigger, LeftThigh);
}
break;
default:
Debug.LogError(attackType);
break;
}
}
public void ChangeAttackType(int i)
{
attackType = (AttackType)i;
print("改变boss攻击状态为:"+attackType);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BossAttackDamageRange : MonoBehaviour
{
[Header("打人特效")]
public ParticleSystem hitEffects;
private ParticleSystem ps;
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter(Collider other)
{
Vector3 hitPos = other.bounds.ClosestPoint(transform.position);//触发点
if (other.tag == "Player")
{
other.gameObject.GetComponentInChildren<PlayerMove>().Hurt(0.5f);
ps = Instantiate(hitEffects, 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.rotation);
ps.gameObject.AddComponent<DestroyMySel>();
Handheld.Vibrate();//手机震动
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BossAttackRangeTrigger : MonoBehaviour
{
public GameObject Boss;
private BossMove bossMove;
void Start()
{
bossMove = Boss.GetComponentInChildren<BossMove>();
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Player"||other.tag== "Competitor")
{
bossMove.AwakeBoss(other.gameObject);
}
}
private void OnTriggerExit(Collider other)
{
if (other.tag == "Boss")
{
print("boss回去");
bossMove.GoSleep();
}
}
}
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using System.Collections.Generic;
using UnityEngine;
public class BossMove : MonoBehaviour
{
[Header("控制移动")]
[Tooltip("控制向前的速度。")]
public float VSpeed = 10.0f;
public int life = 30;
public int MaxLife = 30;
public float scale = 1;
public float MinScale = 0.2f;
[Header("目标")]
public List<GameObject> targetList;
//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
//状态
[HideInInspector]
public float MoveSpeed = 0.0f;
private bool Grounded = false;
private Animator animator;//动画
private CharacterController characterController;
private GameObject targetObj;
private float timer = 0.0f;
public GameObject BirthplacePos;//出生点
private BossAttack bossAttack;
public int EnemyNumber = 0;
public float Timer1 = 5;
public bool isDeltaTime = false;
public enum BossState
{
Sleep=0, //睡着
GotoTarget=1, //朝着目标点移动
GoBackToSleep=2 //返回碎觉点
}
public BossState bossState= BossState.Sleep;
void Start()
{
characterController = GetComponentInChildren<CharacterController>();
//获取animator组件
animator = GetComponentInChildren<Animator>();
bossAttack = GetComponentInChildren<BossAttack>();
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Player"|| other.tag == "Competitor")
{
//print("加一");
EnemyNumber++;
}
}
private void OnTriggerExit(Collider other)
{
if (other.tag == "Player"|| other.tag == "Competitor")
{
//print("减一");
EnemyNumber--;
}
}
private void Scale(float x, float y, float z)
{
transform.localScale = new Vector3(x, y, x);
}
//受到伤害
public void Hurt(int hurt)
{
life-=hurt;
if (life <=0)
{
//Boos死亡
Destroy(gameObject);
}
else
{
scale=MinScale+ (1 - MinScale) / MaxLife * life;
}
Scale(scale, scale, scale);
}
private void FixedUpdate()
{
//print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle);
//print("游戏是否结束:"+ BattleCtrl.instance.isEndBattle);
if (isDeltaTime)
{
Timer1 += Time.deltaTime;
if (Timer1 > 5)
{
Timer1 = 5;
isDeltaTime = false;
}
}
if (!BattleCtrl.instance.isStartBattle)
{
return;
}
if (BattleCtrl.instance.isEndBattle)
{
return;
}
Grounded = characterController.isGrounded;
if (!Grounded)
{
SpeedY += -9.8f * 5 * Time.deltaTime;
}
yDelta = SpeedY * Time.deltaTime;
switch (bossState)
{
case BossState.Sleep:
targetObj = null;
break;
case BossState.GotoTarget:
timer += Time.deltaTime;
if (targetObj == null || timer >= 1)
{
//每隔1秒刷新最近目标。
timer = 0;
targetObj = GetTargetObj();
}
break;
case BossState.GoBackToSleep:
targetObj = BirthplacePos;
if(Vector3.Distance(new Vector3(transform.position.x,0, transform.position.z), new Vector3(BirthplacePos.transform.position.x,0, BirthplacePos.transform.position.z)) < 0.2f)
{
bossState = BossState.Sleep;
targetObj = null;
}
break;
default:Debug.LogError(bossState);
break;
}
if (targetObj != null)
{
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);
speed = (pos2 - pos1).normalized * VSpeed;
xDelta = speed.x * Time.deltaTime;
zDelta = speed.z * Time.deltaTime;
if (Vector3.Distance(pos1, pos2) < 10f)
{
xDelta = 0;
zDelta = 0;
if (EnemyNumber >= 2&& !isDeltaTime)
{
Timer1 -= Time.deltaTime;
if (Timer1 <= 0) isDeltaTime = true; //旋转5秒等待5秒
print("11111111111111");
animator.SetBool("HurricaneKick", true);
animator.SetBool("LegSweep", false);
bossAttack.attackType = AttackType.HurricaneKick;
}
else
{
print("2222222222222");
animator.SetBool("HurricaneKick", false);
animator.SetBool("LegSweep", true);
bossAttack.attackType = AttackType.LegSweep;
}
}
else
{
animator.SetBool("LegSweep", false);
animator.SetBool("HurricaneKick", false);
bossAttack.attackType = AttackType.Null;
}
}
else
{
xDelta = 0;
zDelta = 0;
}
Move();
}
public void Move()
{
float angle = Vector3.Angle(Vector3.forward, new Vector3(xDelta, 0, zDelta));
if (xDelta < 0)
{
angle = -Mathf.Abs(angle);
}
transform.localEulerAngles = new Vector3(0, angle, 0);
//print("AI开始移动:"+ new Vector3(xDelta, yDelta, zDelta));
characterController.Move(new Vector3(xDelta, yDelta, zDelta));//移动
//移动
MoveSpeed = Vector3.Distance(Vector3.zero, characterController.velocity);
//是否在地面
Grounded = characterController.isGrounded;
animator.SetFloat("MoveSpeed", MoveSpeed);
animator.SetBool("Grounded", Grounded);
}
//唤醒boss
public void AwakeBoss(GameObject obj)
{
targetObj = obj;
bossState = BossState.GotoTarget;
}
public void GoSleep()
{
bossState = BossState.GoBackToSleep;
}
//获取目标点
public GameObject GetTargetObj()
{
if (targetList.Count == 0)
{
return null;
}
//排序,距离从小到大。
targetList = DoRankingFun(targetList, transform.position);
return targetList[0];
}
//冒泡排序距离从小到大。
public List<GameObject> DoRankingFun(List<GameObject> list, Vector3 pos)
{
GameObject temp = null;
for (int i = 0; i < list.Count; i++)
{
for (int j = 0; j < list.Count - i - 1; j++)
{
if (System.Math.Round(Vector3.Distance(list[j].transform.position, pos), 1) > System.Math.Round(Vector3.Distance(list[j + 1].transform.position, pos), 1)) //保留一位小数
{
temp = list[j];
list[j] = list[j + 1];
list[j + 1] = temp;
}
}
}
return list;
}
private void OnDestroy()
{
}
}
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...@@ -9,9 +9,10 @@ public class Food : MonoBehaviour ...@@ -9,9 +9,10 @@ public class Food : MonoBehaviour
public GameObject targetObj; public GameObject targetObj;
private float xDelta = 0; private float xDelta = 0;
private float zDelta = 0; private float zDelta = 0;
private RandomFood randomFood;
private void Start() private void Start()
{ {
randomFood = transform.parent.parent.GetComponent<RandomFood>();
} }
//private void OnTriggerEnter(Collider other) //private void OnTriggerEnter(Collider other)
...@@ -44,6 +45,6 @@ public class Food : MonoBehaviour ...@@ -44,6 +45,6 @@ public class Food : MonoBehaviour
private void OnDestroy() private void OnDestroy()
{ {
RandomFood.instance.AddFoodPos(transform.parent); randomFood.AddFoodPos(transform.parent);
} }
} }
...@@ -14,10 +14,8 @@ public class RandomFood : MonoBehaviour ...@@ -14,10 +14,8 @@ public class RandomFood : MonoBehaviour
//没有食物的point //没有食物的point
[HideInInspector] [HideInInspector]
public List<Transform> residueFoodPoint; public List<Transform> residueFoodPoint;
public static RandomFood instance;
private void Awake() private void Awake()
{ {
instance = this;
residueFoodPoint = new List<Transform>(foodPoint); residueFoodPoint = new List<Transform>(foodPoint);
} }
void Start() void Start()
...@@ -36,8 +34,9 @@ public class RandomFood : MonoBehaviour ...@@ -36,8 +34,9 @@ public class RandomFood : MonoBehaviour
complementFood(); complementFood();
} }
gameObject.GetComponentsInChildren<Food>(); gameObject.GetComponentsInChildren<Food>();
GameObject[] currFoods= GameObject.FindGameObjectsWithTag("Food"); Food[] currentFoods= GetComponentsInChildren<Food>();
if (currFoods.Length == 0) //GameObject[] currFoods= GameObject.FindGameObjectsWithTag("Food");
if (currentFoods.Length == 0)
{ {
timer = 0; timer = 0;
GenerateRandomFood(foodNumber); GenerateRandomFood(foodNumber);
...@@ -81,8 +80,9 @@ public class RandomFood : MonoBehaviour ...@@ -81,8 +80,9 @@ public class RandomFood : MonoBehaviour
/// </summary> /// </summary>
public void complementFood() public void complementFood()
{ {
GameObject[] currFoods = GameObject.FindGameObjectsWithTag("Food"); //GameObject[] currFoods = GameObject.FindGameObjectsWithTag("Food");
int addFood = foodNumber - currFoods.Length; Food[] currentFoods = GetComponentsInChildren<Food>();
int addFood = foodNumber - currentFoods.Length;
//print("生成食物:"+ addFood); //print("生成食物:"+ addFood);
GenerateRandomFood(addFood); GenerateRandomFood(addFood);
} }
......
...@@ -5,7 +5,7 @@ using UnityEngine; ...@@ -5,7 +5,7 @@ using UnityEngine;
public class AttackTrigger : MonoBehaviour public class AttackTrigger : MonoBehaviour
{ {
public Animator animator; public Animator animator;
public string OtherTag = "Competitor"; public List<string> OtherTagList = new List<string> { "Competitor","Boss" };
public GameObject targetWall; public GameObject targetWall;
//伤害帧 //伤害帧
public bool isCauseDamage = false; public bool isCauseDamage = false;
...@@ -26,7 +26,7 @@ public class AttackTrigger : MonoBehaviour ...@@ -26,7 +26,7 @@ public class AttackTrigger : MonoBehaviour
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
//print("进入。" + other.name); //print("进入。" + other.name);
if (other.tag == OtherTag)//if (other.tag == "Competitor") if (OtherTagList.Contains(other.tag))//if (other.tag == "Competitor")
{ {
ChangeAnimationPunchState(true); ChangeAnimationPunchState(true);
} }
...@@ -39,7 +39,7 @@ public class AttackTrigger : MonoBehaviour ...@@ -39,7 +39,7 @@ public class AttackTrigger : MonoBehaviour
private void OnTriggerStay(Collider other) private void OnTriggerStay(Collider other)
{ {
ParticleSystem ps; ParticleSystem ps;
if (other.tag == OtherTag&&isCauseDamage) if (OtherTagList.Contains(other.tag) && isCauseDamage)
{ {
//print(other.name+"受到伤害:"); //print(other.name+"受到伤害:");
if (other.tag == "Player") if (other.tag == "Player")
...@@ -57,6 +57,13 @@ public class AttackTrigger : MonoBehaviour ...@@ -57,6 +57,13 @@ public class AttackTrigger : MonoBehaviour
ps.gameObject.AddComponent<DestroyMySel>(); ps.gameObject.AddComponent<DestroyMySel>();
Handheld.Vibrate();//手机震动 Handheld.Vibrate();//手机震动
} }
else if (other.tag == "Boss")
{
other.gameObject.GetComponentInChildren<BossMove>().Hurt(1);
ps = Instantiate(hitEffects, hitPos.transform.position, hitPos.transform.rotation);
ps.gameObject.AddComponent<DestroyMySel>();
Handheld.Vibrate();//手机震动
}
} }
} }
...@@ -64,7 +71,7 @@ public class AttackTrigger : MonoBehaviour ...@@ -64,7 +71,7 @@ public class AttackTrigger : MonoBehaviour
{ {
//print(other.name); //print(other.name);
//print("退出。"+ other.name); //print("退出。"+ other.name);
if (other.tag == OtherTag) if (OtherTagList.Contains(other.tag))
{ {
ChangeAnimationPunchState(false); ChangeAnimationPunchState(false);
} }
......
...@@ -83,6 +83,7 @@ public class PlayerMove : MonoBehaviour ...@@ -83,6 +83,7 @@ public class PlayerMove : MonoBehaviour
Destroy(other.gameObject); Destroy(other.gameObject);
} }
//print("1111" + other.gameObject.tag + "+" + other.gameObject.name); //print("1111" + other.gameObject.tag + "+" + other.gameObject.name);
} }
...@@ -247,6 +248,7 @@ public class PlayerMove : MonoBehaviour ...@@ -247,6 +248,7 @@ public class PlayerMove : MonoBehaviour
yDelta = 0; yDelta = 0;
zDelta = 0; zDelta = 0;
//不在地面上给物体添加一个模拟重力 //不在地面上给物体添加一个模拟重力
Grounded = characterController.isGrounded;
if (!Grounded) if (!Grounded)
{ {
_vertSpeed += -9.8f * 5 * Time.deltaTime; _vertSpeed += -9.8f * 5 * Time.deltaTime;
...@@ -366,13 +368,14 @@ public class PlayerMove : MonoBehaviour ...@@ -366,13 +368,14 @@ public class PlayerMove : MonoBehaviour
children.transform.localEulerAngles = new Vector3(0, angle, 0); children.transform.localEulerAngles = new Vector3(0, angle, 0);
//transform.rotation = Quaternion.Euler(0, angle, 0);//转向 //transform.rotation = Quaternion.Euler(0, angle, 0);//转向
characterController.Move(new Vector3(xDelta, yDelta, zDelta));//移动
} }
else else
{ {
characterController.Move(new Vector3(0,0,0)); characterController.Move(new Vector3(0,0,0));
} }
//print("Player开始移动:" + new Vector3(xDelta, yDelta, zDelta));
characterController.Move(new Vector3(xDelta, yDelta, zDelta));//移动
//移动 //移动
MoveSpeed = Vector3.Distance(Vector3.zero, characterController.velocity); MoveSpeed = Vector3.Distance(Vector3.zero, characterController.velocity);
......
...@@ -15,6 +15,7 @@ TagManager: ...@@ -15,6 +15,7 @@ TagManager:
- Prop - Prop
- Enemy_Vertigo - Enemy_Vertigo
- Food - Food
- Boss
layers: layers:
- Default - Default
- TransparentFX - TransparentFX
......
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