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czy
StockRunning
Commits
31b8f212
Commit
31b8f212
authored
Apr 20, 2021
by
czy
Browse files
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Plain Diff
修改模型和动画1.0
parent
08feb3c5
Changes
7
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Showing
7 changed files
with
5364 additions
and
10396 deletions
+5364
-10396
DemoScenes.unity
StockRunning/Assets/#A1_Scenes/DemoScenes.unity
+231
-90
BattleUI.cs
StockRunning/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
+6
-6
SimpleAnimations.controller
...dels/Supercyan/AnimatorAssets/SimpleAnimations.controller
+17
-17
Level2My.prefab
StockRunning/Assets/My/Level2My.prefab
+5060
-10273
AIMove.cs
StockRunning/Assets/My/Scripts/AI/AIMove.cs
+20
-4
PlayerMove.cs
StockRunning/Assets/My/Scripts/Player/PlayerMove.cs
+12
-4
Enemy_Vertigo.cs
StockRunning/Assets/My/Scripts/Prop/Enemy_Vertigo.cs
+18
-2
No files found.
StockRunning/Assets/#A1_Scenes/DemoScenes.unity
View file @
31b8f212
This diff is collapsed.
Click to expand it.
StockRunning/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
View file @
31b8f212
...
...
@@ -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
>().
H
Speed
;
text1
.
text
=
"1 "
+
DoRanking
.
_instance
.
rankingList
[
2
].
name
+
"\t"
+
DoRanking
.
_instance
.
rankingList
[
2
].
GetComponent
<
PlayerMove
>().
Move
Speed
;
}
else
{
text1
.
text
=
"1 "
+
DoRanking
.
_instance
.
rankingList
[
2
].
name
+
"\t"
+
DoRanking
.
_instance
.
rankingList
[
2
].
GetComponent
<
AIMove
>().
SpeedLevel
*
DoRanking
.
_instance
.
rankingList
[
2
].
GetComponent
<
AIMove
>().
H
Speed
;
text1
.
text
=
"1 "
+
DoRanking
.
_instance
.
rankingList
[
2
].
name
+
"\t"
+
DoRanking
.
_instance
.
rankingList
[
2
].
GetComponent
<
AIMove
>().
Move
Speed
;
}
if
(
DoRanking
.
_instance
.
rankingList
[
1
].
tag
==
"Player"
)
{
text2
.
text
=
"2 "
+
DoRanking
.
_instance
.
rankingList
[
1
].
name
+
"\t"
+
DoRanking
.
_instance
.
rankingList
[
1
].
GetComponent
<
PlayerMove
>().
SpeedLevel
*
DoRanking
.
_instance
.
rankingList
[
1
].
GetComponent
<
PlayerMove
>().
H
Speed
;
text2
.
text
=
"2 "
+
DoRanking
.
_instance
.
rankingList
[
1
].
name
+
"\t"
+
DoRanking
.
_instance
.
rankingList
[
1
].
GetComponent
<
PlayerMove
>().
Move
Speed
;
}
else
{
text2
.
text
=
"2 "
+
DoRanking
.
_instance
.
rankingList
[
1
].
name
+
"\t"
+
DoRanking
.
_instance
.
rankingList
[
1
].
GetComponent
<
AIMove
>().
SpeedLevel
*
DoRanking
.
_instance
.
rankingList
[
1
].
GetComponent
<
AIMove
>().
H
Speed
;
text2
.
text
=
"2 "
+
DoRanking
.
_instance
.
rankingList
[
1
].
name
+
"\t"
+
DoRanking
.
_instance
.
rankingList
[
1
].
GetComponent
<
AIMove
>().
Move
Speed
;
}
if
(
DoRanking
.
_instance
.
rankingList
[
0
].
tag
==
"Player"
)
{
text3
.
text
=
"3 "
+
DoRanking
.
_instance
.
rankingList
[
0
].
name
+
"\t"
+
DoRanking
.
_instance
.
rankingList
[
0
].
GetComponent
<
PlayerMove
>().
SpeedLevel
*
DoRanking
.
_instance
.
rankingList
[
0
].
GetComponent
<
PlayerMove
>().
H
Speed
;
text3
.
text
=
"3 "
+
DoRanking
.
_instance
.
rankingList
[
0
].
name
+
"\t"
+
DoRanking
.
_instance
.
rankingList
[
0
].
GetComponent
<
PlayerMove
>().
Move
Speed
;
}
else
{
text3
.
text
=
"3 "
+
DoRanking
.
_instance
.
rankingList
[
0
].
name
+
"\t"
+
DoRanking
.
_instance
.
rankingList
[
0
].
GetComponent
<
AIMove
>().
SpeedLevel
*
DoRanking
.
_instance
.
rankingList
[
0
].
GetComponent
<
AIMove
>().
H
Speed
;
text3
.
text
=
"3 "
+
DoRanking
.
_instance
.
rankingList
[
0
].
name
+
"\t"
+
DoRanking
.
_instance
.
rankingList
[
0
].
GetComponent
<
AIMove
>().
Move
Speed
;
}
//text1.text = DoRanking._instance.rankingList[2].name;
//text2.text = DoRanking._instance.rankingList[1].name;
...
...
StockRunning/Assets/Art_Assets/0C1_Models/Supercyan/AnimatorAssets/SimpleAnimations.controller
View file @
31b8f212
...
...
@@ -14,103 +14,103 @@ AnimatorController:
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
910000
0
}
m_Controller
:
{
fileID
:
0
}
-
m_Name
:
Jump
m_Type
:
9
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
910000
0
}
m_Controller
:
{
fileID
:
0
}
-
m_Name
:
Land
m_Type
:
9
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
910000
0
}
m_Controller
:
{
fileID
:
0
}
-
m_Name
:
Pickup
m_Type
:
9
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
910000
0
}
m_Controller
:
{
fileID
:
0
}
-
m_Name
:
PickupFast
m_Type
:
9
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
910000
0
}
m_Controller
:
{
fileID
:
0
}
-
m_Name
:
Grounded
m_Type
:
4
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
910000
0
}
m_Controller
:
{
fileID
:
0
}
-
m_Name
:
ButtonPress
m_Type
:
9
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
910000
0
}
m_Controller
:
{
fileID
:
0
}
-
m_Name
:
Throw
m_Type
:
9
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
910000
0
}
m_Controller
:
{
fileID
:
0
}
-
m_Name
:
Win
m_Type
:
9
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
910000
0
}
m_Controller
:
{
fileID
:
0
}
-
m_Name
:
Lose
m_Type
:
9
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
910000
0
}
m_Controller
:
{
fileID
:
0
}
-
m_Name
:
Lose2
m_Type
:
9
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
910000
0
}
m_Controller
:
{
fileID
:
0
}
-
m_Name
:
Wave
m_Type
:
9
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
910000
0
}
m_Controller
:
{
fileID
:
0
}
-
m_Name
:
No
m_Type
:
9
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
910000
0
}
m_Controller
:
{
fileID
:
0
}
-
m_Name
:
Shrug
m_Type
:
9
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
910000
0
}
m_Controller
:
{
fileID
:
0
}
-
m_Name
:
Yes
m_Type
:
9
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
910000
0
}
m_Controller
:
{
fileID
:
0
}
-
m_Name
:
Conversation
m_Type
:
9
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
910000
0
}
m_Controller
:
{
fileID
:
0
}
-
m_Name
:
Dance
m_Type
:
9
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
910000
0
}
m_Controller
:
{
fileID
:
0
}
m_AnimatorLayers
:
-
serializedVersion
:
5
m_Name
:
Base Layer
...
...
StockRunning/Assets/My/Level2My.prefab
View file @
31b8f212
This diff is collapsed.
Click to expand it.
StockRunning/Assets/My/Scripts/AI/AIMove.cs
View file @
31b8f212
...
...
@@ -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
...
...
StockRunning/Assets/My/Scripts/Player/PlayerMove.cs
View file @
31b8f212
...
...
@@ -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
=
GetComponent
InChildren
<
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
...
...
StockRunning/Assets/My/Scripts/Prop/Enemy_Vertigo.cs
View file @
31b8f212
...
...
@@ -4,18 +4,26 @@ using UnityEngine;
public
class
Enemy_Vertigo
:
MonoBehaviour
{
public
float
Speed
=
40.0f
;
public
float
V
Speed
=
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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