Commit 31b8f212 authored by czy's avatar czy

修改模型和动画1.0

parent 08feb3c5
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//text1.text = DoRanking._instance.rankingList[2].name; //text1.text = DoRanking._instance.rankingList[2].name;
//text2.text = DoRanking._instance.rankingList[1].name; //text2.text = DoRanking._instance.rankingList[1].name;
......
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m_DefaultFloat: 0 m_DefaultFloat: 0
m_DefaultInt: 0 m_DefaultInt: 0
m_DefaultBool: 0 m_DefaultBool: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 0}
- m_Name: ButtonPress - m_Name: ButtonPress
m_Type: 9 m_Type: 9
m_DefaultFloat: 0 m_DefaultFloat: 0
m_DefaultInt: 0 m_DefaultInt: 0
m_DefaultBool: 0 m_DefaultBool: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 0}
- m_Name: Throw - m_Name: Throw
m_Type: 9 m_Type: 9
m_DefaultFloat: 0 m_DefaultFloat: 0
m_DefaultInt: 0 m_DefaultInt: 0
m_DefaultBool: 0 m_DefaultBool: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 0}
- m_Name: Win - m_Name: Win
m_Type: 9 m_Type: 9
m_DefaultFloat: 0 m_DefaultFloat: 0
m_DefaultInt: 0 m_DefaultInt: 0
m_DefaultBool: 0 m_DefaultBool: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 0}
- m_Name: Lose - m_Name: Lose
m_Type: 9 m_Type: 9
m_DefaultFloat: 0 m_DefaultFloat: 0
m_DefaultInt: 0 m_DefaultInt: 0
m_DefaultBool: 0 m_DefaultBool: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 0}
- m_Name: Lose2 - m_Name: Lose2
m_Type: 9 m_Type: 9
m_DefaultFloat: 0 m_DefaultFloat: 0
m_DefaultInt: 0 m_DefaultInt: 0
m_DefaultBool: 0 m_DefaultBool: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 0}
- m_Name: Wave - m_Name: Wave
m_Type: 9 m_Type: 9
m_DefaultFloat: 0 m_DefaultFloat: 0
m_DefaultInt: 0 m_DefaultInt: 0
m_DefaultBool: 0 m_DefaultBool: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 0}
- m_Name: No - m_Name: No
m_Type: 9 m_Type: 9
m_DefaultFloat: 0 m_DefaultFloat: 0
m_DefaultInt: 0 m_DefaultInt: 0
m_DefaultBool: 0 m_DefaultBool: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 0}
- m_Name: Shrug - m_Name: Shrug
m_Type: 9 m_Type: 9
m_DefaultFloat: 0 m_DefaultFloat: 0
m_DefaultInt: 0 m_DefaultInt: 0
m_DefaultBool: 0 m_DefaultBool: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 0}
- m_Name: Yes - m_Name: Yes
m_Type: 9 m_Type: 9
m_DefaultFloat: 0 m_DefaultFloat: 0
m_DefaultInt: 0 m_DefaultInt: 0
m_DefaultBool: 0 m_DefaultBool: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 0}
- m_Name: Conversation - m_Name: Conversation
m_Type: 9 m_Type: 9
m_DefaultFloat: 0 m_DefaultFloat: 0
m_DefaultInt: 0 m_DefaultInt: 0
m_DefaultBool: 0 m_DefaultBool: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 0}
- m_Name: Dance - m_Name: Dance
m_Type: 9 m_Type: 9
m_DefaultFloat: 0 m_DefaultFloat: 0
m_DefaultInt: 0 m_DefaultInt: 0
m_DefaultBool: 0 m_DefaultBool: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 0}
m_AnimatorLayers: m_AnimatorLayers:
- serializedVersion: 5 - serializedVersion: 5
m_Name: Base Layer m_Name: Base Layer
......
This source diff could not be displayed because it is too large. You can view the blob instead.
...@@ -11,6 +11,8 @@ public class AIMove : MonoBehaviour ...@@ -11,6 +11,8 @@ public class AIMove : MonoBehaviour
public float VSpeed = 40.0f; public float VSpeed = 40.0f;
[Tooltip("控制左右移动的速度。(未实现)")] [Tooltip("控制左右移动的速度。(未实现)")]
public float HSpeed = 10.0f; public float HSpeed = 10.0f;
public int SpeedLevel = 1;
public float AddSpeed = 10.0f;
[Tooltip("AI移动方式")] [Tooltip("AI移动方式")]
public MoveType moveType = MoveType.MoveType3; public MoveType moveType = MoveType.MoveType3;
[Header("地面检测")] [Header("地面检测")]
...@@ -18,7 +20,7 @@ public class AIMove : MonoBehaviour ...@@ -18,7 +20,7 @@ public class AIMove : MonoBehaviour
public Transform ray2Pos; public Transform ray2Pos;
private RaycastHit RHit; private RaycastHit RHit;
private CharacterController characterController; private CharacterController characterController;
public int SpeedLevel=1;
private bool m_bIsCanMove = true;//是否能开车 private bool m_bIsCanMove = true;//是否能开车
...@@ -36,6 +38,11 @@ public class AIMove : MonoBehaviour ...@@ -36,6 +38,11 @@ public class AIMove : MonoBehaviour
private float timer = 0.0f; private float timer = 0.0f;
//眩晕 //眩晕
private float timerVertigo=0.0f; //眩晕时间。 private float timerVertigo=0.0f; //眩晕时间。
//动画
private Animator animator;
//状态
public float MoveSpeed = 0.0f;
private bool Grounded = false;
...@@ -48,7 +55,8 @@ public class AIMove : MonoBehaviour ...@@ -48,7 +55,8 @@ public class AIMove : MonoBehaviour
GameServices.inputService.joyStick.onTouchStart.AddListener(OnTouchStart); GameServices.inputService.joyStick.onTouchStart.AddListener(OnTouchStart);
GameServices.inputService.joyStick.onTouchUp.AddListener(OnTouchUp); GameServices.inputService.joyStick.onTouchUp.AddListener(OnTouchUp);
m_thumbRT = GameServices.inputService.joyStick.thumb; m_thumbRT = GameServices.inputService.joyStick.thumb;
//获取animator组件
animator = GetComponentInChildren<Animator>();
} }
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
...@@ -199,7 +207,7 @@ public class AIMove : MonoBehaviour ...@@ -199,7 +207,7 @@ public class AIMove : MonoBehaviour
{ {
timerVertigo = 0.0f; timerVertigo = 0.0f;
//AI向前跑。 //AI向前跑。
characterController.SimpleMove(transform.forward * VSpeed * SpeedLevel); characterController.SimpleMove(transform.forward * (VSpeed+ AddSpeed * SpeedLevel));
//UpdateJoystick(); //UpdateJoystick();
} }
else else
...@@ -209,6 +217,14 @@ public class AIMove : MonoBehaviour ...@@ -209,6 +217,14 @@ public class AIMove : MonoBehaviour
} }
} }
//移动
MoveSpeed = VSpeed+ AddSpeed * SpeedLevel;
//是否在地面
Grounded = characterController.isGrounded;
//print(""+ MoveSpeed+" "+ Grounded);
animator.SetFloat("MoveSpeed", MoveSpeed);
animator.SetBool("Grounded", Grounded);
} }
//摇杆控制 //摇杆控制
...@@ -270,7 +286,7 @@ public class AIMove : MonoBehaviour ...@@ -270,7 +286,7 @@ public class AIMove : MonoBehaviour
} }
public void MoveType3() public void MoveType3()
{ {
characterController.SimpleMove(transform.forward * VSpeed*SpeedLevel); characterController.SimpleMove(transform.forward * (VSpeed+ AddSpeed * SpeedLevel));
if (isGround1 || isGround2) if (isGround1 || isGround2)
{ {
//在地面上才能控制移动 //在地面上才能控制移动
......
...@@ -15,6 +15,8 @@ public class PlayerMove : MonoBehaviour ...@@ -15,6 +15,8 @@ public class PlayerMove : MonoBehaviour
[Tooltip("控制向前的速度。")] [Tooltip("控制向前的速度。")]
public float VSpeed = 40.0f; public float VSpeed = 40.0f;
public int SpeedLevel = 1; public int SpeedLevel = 1;
[Tooltip("没升一级增加的速度")]
public float AddSpeed = 10.0f;
[Tooltip("控制左右移动的速度。")] [Tooltip("控制左右移动的速度。")]
public float HSpeed = 10.0f; public float HSpeed = 10.0f;
...@@ -45,7 +47,8 @@ public class PlayerMove : MonoBehaviour ...@@ -45,7 +47,8 @@ public class PlayerMove : MonoBehaviour
//动画 //动画
private Animator animator; private Animator animator;
//状态 //状态
public float MoveSpeed=0.0f;
private bool Grounded = false;
// Start is called before the first frame update // Start is called before the first frame update
...@@ -60,7 +63,7 @@ public class PlayerMove : MonoBehaviour ...@@ -60,7 +63,7 @@ public class PlayerMove : MonoBehaviour
m_thumbRT = GameServices.inputService.joyStick.thumb; m_thumbRT = GameServices.inputService.joyStick.thumb;
//获取animator组件 //获取animator组件
animator=GetComponent<Animator>(); animator=GetComponentInChildren<Animator>();
//获取rigibody组件 //获取rigibody组件
//m_rigidBody = GetComponent<Rigidbody>(); //m_rigidBody = GetComponent<Rigidbody>();
//获取characterController组件 //获取characterController组件
...@@ -222,8 +225,13 @@ public class PlayerMove : MonoBehaviour ...@@ -222,8 +225,13 @@ public class PlayerMove : MonoBehaviour
} }
} }
animator.SetInteger("MoveSpeed", 0); //移动
MoveSpeed = VSpeed+(AddSpeed * SpeedLevel);
//是否在地面
Grounded = characterController.isGrounded;
animator.SetFloat("MoveSpeed", MoveSpeed);
animator.SetBool("Grounded", Grounded);
} }
//摇杆控制 //摇杆控制
...@@ -285,7 +293,7 @@ public class PlayerMove : MonoBehaviour ...@@ -285,7 +293,7 @@ public class PlayerMove : MonoBehaviour
} }
public void MoveType3() public void MoveType3()
{ {
characterController.SimpleMove(transform.forward * VSpeed* SpeedLevel); characterController.SimpleMove(transform.forward * (VSpeed+ AddSpeed*SpeedLevel));
if (isGround1 || isGround2) if (isGround1 || isGround2)
{ {
//在地面上才能控制移动 //在地面上才能控制移动
......
...@@ -4,18 +4,26 @@ using UnityEngine; ...@@ -4,18 +4,26 @@ using UnityEngine;
public class Enemy_Vertigo : MonoBehaviour public class Enemy_Vertigo : MonoBehaviour
{ {
public float Speed = 40.0f; public float VSpeed = 40.0f;
public int SpeedLevel = 1; public int SpeedLevel = 1;
public float AddSpeed = 10.0f;
public float VertigoTime = 3.0f; public float VertigoTime = 3.0f;
private Transform targetPos;//目标点 private Transform targetPos;//目标点
private CharacterController characterController; private CharacterController characterController;
//动画
private Animator animator;
//状态
private float MoveSpeed = 0.0f;
private bool Grounded = false;
void Start() void Start()
{ {
characterController = this.GetComponent<CharacterController>(); characterController = this.GetComponent<CharacterController>();
targetPos = DoRanking._instance.rankingList[2].transform; targetPos = DoRanking._instance.rankingList[2].transform;
//获取animator组件
animator = GetComponentInChildren<Animator>();
} }
// Update is called once per frame // Update is called once per frame
...@@ -26,7 +34,15 @@ public class Enemy_Vertigo : MonoBehaviour ...@@ -26,7 +34,15 @@ public class Enemy_Vertigo : MonoBehaviour
direction.y = 0; direction.y = 0;
direction = direction.normalized; direction = direction.normalized;
//characterController.SimpleMove(direction*Speed* SpeedLevel); //characterController.SimpleMove(direction*Speed* SpeedLevel);
characterController.Move(direction * Speed * SpeedLevel * Time.deltaTime); characterController.Move(direction * (VSpeed+AddSpeed * SpeedLevel) * Time.deltaTime);
//移动
MoveSpeed = VSpeed+AddSpeed * SpeedLevel;
//是否在地面
Grounded = characterController.isGrounded;
animator.SetFloat("MoveSpeed", MoveSpeed);
animator.SetBool("Grounded", Grounded);
} }
......
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