Commit 31b8f212 authored by czy's avatar czy

修改模型和动画1.0

parent 08feb3c5
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......@@ -374,28 +374,28 @@ public class BattleUI : MonoBehaviour
{
if (DoRanking._instance.rankingList[2].tag == "Player")
{
text1.text = "1 "+DoRanking._instance.rankingList[2].name+"\t"+DoRanking._instance.rankingList[2].GetComponent<PlayerMove>().SpeedLevel * DoRanking._instance.rankingList[2].GetComponent<PlayerMove>().HSpeed;
text1.text = "1 "+DoRanking._instance.rankingList[2].name+"\t"+DoRanking._instance.rankingList[2].GetComponent<PlayerMove>().MoveSpeed;
}
else
{
text1.text = "1 " + DoRanking._instance.rankingList[2].name + "\t" + DoRanking._instance.rankingList[2].GetComponent<AIMove>().SpeedLevel * DoRanking._instance.rankingList[2].GetComponent<AIMove>().HSpeed;
text1.text = "1 " + DoRanking._instance.rankingList[2].name + "\t" + DoRanking._instance.rankingList[2].GetComponent<AIMove>().MoveSpeed;
}
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{
text2.text = "2 " + DoRanking._instance.rankingList[1].name + "\t" + DoRanking._instance.rankingList[1].GetComponent<PlayerMove>().SpeedLevel * DoRanking._instance.rankingList[1].GetComponent<PlayerMove>().HSpeed;
text2.text = "2 " + DoRanking._instance.rankingList[1].name + "\t" + DoRanking._instance.rankingList[1].GetComponent<PlayerMove>().MoveSpeed;
}
else
{
text2.text = "2 " + DoRanking._instance.rankingList[1].name + "\t" + DoRanking._instance.rankingList[1].GetComponent<AIMove>().SpeedLevel * DoRanking._instance.rankingList[1].GetComponent<AIMove>().HSpeed;
text2.text = "2 " + DoRanking._instance.rankingList[1].name + "\t" + DoRanking._instance.rankingList[1].GetComponent<AIMove>().MoveSpeed;
}
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{
text3.text = "3 " + DoRanking._instance.rankingList[0].name + "\t" + DoRanking._instance.rankingList[0].GetComponent<PlayerMove>().SpeedLevel * DoRanking._instance.rankingList[0].GetComponent<PlayerMove>().HSpeed;
text3.text = "3 " + DoRanking._instance.rankingList[0].name + "\t" + DoRanking._instance.rankingList[0].GetComponent<PlayerMove>().MoveSpeed;
}
else
{
text3.text = "3 " + DoRanking._instance.rankingList[0].name + "\t" + DoRanking._instance.rankingList[0].GetComponent<AIMove>().SpeedLevel * DoRanking._instance.rankingList[0].GetComponent<AIMove>().HSpeed;
text3.text = "3 " + DoRanking._instance.rankingList[0].name + "\t" + DoRanking._instance.rankingList[0].GetComponent<AIMove>().MoveSpeed;
}
//text1.text = DoRanking._instance.rankingList[2].name;
//text2.text = DoRanking._instance.rankingList[1].name;
......
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......
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
public float VSpeed = 40.0f;
[Tooltip("控制左右移动的速度。(未实现)")]
public float HSpeed = 10.0f;
public int SpeedLevel = 1;
public float AddSpeed = 10.0f;
[Tooltip("AI移动方式")]
public MoveType moveType = MoveType.MoveType3;
[Header("地面检测")]
......@@ -18,7 +20,7 @@ public class AIMove : MonoBehaviour
public Transform ray2Pos;
private RaycastHit RHit;
private CharacterController characterController;
public int SpeedLevel=1;
private bool m_bIsCanMove = true;//是否能开车
......@@ -36,6 +38,11 @@ public class AIMove : MonoBehaviour
private float timer = 0.0f;
//眩晕
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
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>();
}
private void OnTriggerEnter(Collider other)
......@@ -199,7 +207,7 @@ public class AIMove : MonoBehaviour
{
timerVertigo = 0.0f;
//AI向前跑。
characterController.SimpleMove(transform.forward * VSpeed * SpeedLevel);
characterController.SimpleMove(transform.forward * (VSpeed+ AddSpeed * SpeedLevel));
//UpdateJoystick();
}
else
......@@ -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
......@@ -270,7 +286,7 @@ public class AIMove : MonoBehaviour
}
public void MoveType3()
{
characterController.SimpleMove(transform.forward * VSpeed*SpeedLevel);
characterController.SimpleMove(transform.forward * (VSpeed+ AddSpeed * SpeedLevel));
if (isGround1 || isGround2)
{
//在地面上才能控制移动
......
......@@ -15,6 +15,8 @@ public class PlayerMove : MonoBehaviour
[Tooltip("控制向前的速度。")]
public float VSpeed = 40.0f;
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。")]
public float HSpeed = 10.0f;
......@@ -45,7 +47,8 @@ public class PlayerMove : MonoBehaviour
//动画
private Animator animator;
//状态
public float MoveSpeed=0.0f;
private bool Grounded = false;
// Start is called before the first frame update
......@@ -60,7 +63,7 @@ public class PlayerMove : MonoBehaviour
m_thumbRT = GameServices.inputService.joyStick.thumb;
//获取animator组件
animator=GetComponent<Animator>();
animator=GetComponentInChildren<Animator>();
//获取rigibody组件
//m_rigidBody = GetComponent<Rigidbody>();
//获取characterController组件
......@@ -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
......@@ -285,7 +293,7 @@ public class PlayerMove : MonoBehaviour
}
public void MoveType3()
{
characterController.SimpleMove(transform.forward * VSpeed* SpeedLevel);
characterController.SimpleMove(transform.forward * (VSpeed+ AddSpeed*SpeedLevel));
if (isGround1 || isGround2)
{
//在地面上才能控制移动
......
......@@ -4,18 +4,26 @@ using UnityEngine;
public class Enemy_Vertigo : MonoBehaviour
{
public float Speed = 40.0f;
public float VSpeed = 40.0f;
public int SpeedLevel = 1;
public float AddSpeed = 10.0f;
public float VertigoTime = 3.0f;
private Transform targetPos;//目标点
private CharacterController characterController;
//动画
private Animator animator;
//状态
private float MoveSpeed = 0.0f;
private bool Grounded = false;
void Start()
{
characterController = this.GetComponent<CharacterController>();
targetPos = DoRanking._instance.rankingList[2].transform;
//获取animator组件
animator = GetComponentInChildren<Animator>();
}
// Update is called once per frame
......@@ -26,7 +34,15 @@ public class Enemy_Vertigo : MonoBehaviour
direction.y = 0;
direction = direction.normalized;
//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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