Commit 14c0a833 authored by czy's avatar czy

修改Level2金币和特效

parent cc549c23
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......
......@@ -61,6 +61,9 @@ public class BattleCtrl : MonoBehaviour
//实时更新更新排行榜。
public delegate void UpdateRanking();
public UpdateRanking updateRanking;
//游戏胜利
public delegate void GameWin();
public GameWin gameWin;
private void Awake()
......@@ -157,8 +160,11 @@ public class BattleCtrl : MonoBehaviour
LocalRecord.SetIntRecord(levelManager.CurLevelIndex.ToString(), varCurTime);
}
//curLevel.battleView.playerView.OnWin();
gameWin?.Invoke();
}
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......@@ -32,6 +32,8 @@ public class AIMove : MonoBehaviour
public GameObject Model1;
public GameObject Model2;
public GameObject Model3;
[Header("特效")]
public ParticleSystem particleChange; //变身特效
private RaycastHit RHit;
private CharacterController characterController;
......@@ -91,7 +93,7 @@ public class AIMove : MonoBehaviour
m_thumbRT = GameServices.inputService.joyStick.thumb;
//获取animator组件
animator = GetComponentInChildren<Animator>();
ChangeModel();
//ChangeModel();
}
private void OnTriggerEnter(Collider other)
......@@ -244,7 +246,8 @@ public class AIMove : MonoBehaviour
break;
case AIStrategy.AvoidObstaclesAndPickUp:
DoPickUpPropsAndGold();
DoAvoidObstaclesAndPickUp();
DoAvoidObstaclesAndPickUp("Wall");
DoAvoidObstaclesAndPickUp("Prickle");
break;
default: DoStraightLine();
break;
......@@ -346,7 +349,7 @@ public class AIMove : MonoBehaviour
}
}
//AI策略,需要每一帧都执行放到FixedUpdate中。
public void DoAvoidObstaclesAndPickUp()
public void DoAvoidObstaclesAndPickUp(string obstaclesTag)
{
Debug.DrawRay(raySeeWayPos.position, raySeeWayPos.forward * 10f, Color.red);
RaycastHit seeHit;
......@@ -354,7 +357,7 @@ public class AIMove : MonoBehaviour
if (seeHit.collider != null)
{
//print("看见物体:" + seeHit.collider.tag);
if (seeHit.collider.tag == "Prickle")
if (seeHit.collider.tag == obstaclesTag)//if (seeHit.collider.tag == "Prickle")
{
//前方有障碍物
//deltaX = 0;//将寻金币的横向的位移变为0;
......@@ -640,16 +643,19 @@ public class AIMove : MonoBehaviour
switch (SpeedLevel)
{
case 1:
PlayParticle();
Model1.SetActive(true);
Model2.SetActive(false);
Model3.SetActive(false);
break;
case 2:
PlayParticle();
Model1.SetActive(false);
Model2.SetActive(true);
Model3.SetActive(false);
break;
case 3:
PlayParticle();
Model1.SetActive(false);
Model2.SetActive(false);
Model3.SetActive(true);
......@@ -678,6 +684,10 @@ public class AIMove : MonoBehaviour
}
}
}
public void PlayParticle()
{
particleChange.Play();
}
private void OnDestroy()
{
m_targetTrans = null;
......
......@@ -4,10 +4,11 @@ using UnityEngine;
public class EndPoint : MonoBehaviour
{
// Start is called before the first frame update
[Header("游戏胜利特效")]
public ParticleSystem particleGameWin;
void Start()
{
BattleCtrl.instance.gameWin += gameWin;
}
// Update is called once per frame
......@@ -29,4 +30,12 @@ public class EndPoint : MonoBehaviour
BattleCtrl.instance.OnBattleFail();
}
}
public void gameWin()
{
particleGameWin.Play();
}
private void OnDestroy()
{
BattleCtrl.instance.gameWin -= gameWin;
}
}
......@@ -31,7 +31,8 @@ public class PlayerMove : MonoBehaviour
public GameObject Model1;
public GameObject Model2;
public GameObject Model3;
[Header("特效")]
public ParticleSystem particleChange; //变身特效
private RaycastHit RHit;
private CharacterController characterController;
......@@ -96,7 +97,7 @@ public class PlayerMove : MonoBehaviour
//m_rigidBody = GetComponent<Rigidbody>();
//获取characterController组件
characterController = GetComponent<CharacterController>();
ChangeModel();
}
private void OnTriggerEnter(Collider other)
......@@ -276,7 +277,7 @@ public class PlayerMove : MonoBehaviour
if (m_bIsCanMove && !BattleCtrl.instance.isEndBattle)
{
xDelta = 0;//避免眩晕期间不会执行UpdateJoystick();造成偏移现象。
if (timerVertigo <= 0)
{
timerVertigo = 0;
......@@ -287,7 +288,7 @@ public class PlayerMove : MonoBehaviour
{
//眩晕
timerVertigo -= Time.deltaTime;
xDelta = 0;//避免眩晕期间不会执行UpdateJoystick();造成偏移现象。
}
}
......@@ -384,12 +385,16 @@ public class PlayerMove : MonoBehaviour
}
else if (currentGesture.type == EasyTouch.EvtType.On_TouchUp)
{
//print("鼠标抬起");//眩晕期间不会进来,也会发生飘移现象
//print("On_TouchUp抬起");//眩晕期间不会进来,也会发生飘移现象
xDelta = 0;
}
else if (currentGesture.type == EasyTouch.EvtType.On_DragEnd)
{
//print("On_DragEnd抬起");//眩晕期间不会进来,也会发生飘移现象
xDelta = 0;
}
}
//else if (currentGesture != null && (currentGesture.type == EasyTouch.EvtType.On_DragEnd))
//{
// addXTemp = 0;
......@@ -525,16 +530,19 @@ public class PlayerMove : MonoBehaviour
switch (SpeedLevel)
{
case 1:
PlayParticle();
Model1.SetActive(true);
Model2.SetActive(false);
Model3.SetActive(false);
break;
case 2:
PlayParticle();
Model1.SetActive(false);
Model2.SetActive(true);
Model3.SetActive(false);
break;
case 3:
PlayParticle();
Model1.SetActive(false);
Model2.SetActive(false);
Model3.SetActive(true);
......@@ -565,6 +573,11 @@ public class PlayerMove : MonoBehaviour
}
}
public void PlayParticle()
{
particleChange.Play();
}
private void OnDestroy()
{
m_targetTrans = null;
......
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