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czy
StockRunning
Commits
4083632e
Commit
4083632e
authored
Apr 22, 2021
by
czy
Browse files
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Plain Diff
优化移动方式防止出界
parent
29252777
Changes
16
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16 changed files
with
365 additions
and
51 deletions
+365
-51
DemoScenes.unity
StockRunning/Assets/#A1_Scenes/DemoScenes.unity
+6
-1
BattleUI.cs
StockRunning/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
+4
-4
FollowTarget.cs
StockRunning/Assets/#A2_Scripts/Camera/FollowTarget.cs
+16
-8
#B2_Graphics.meta
StockRunning/Assets/#B2_Graphics.meta
+8
-0
#Z1_Tabs.meta
StockRunning/Assets/#Z1_Tabs.meta
+8
-0
#Z2_Documents.meta
StockRunning/Assets/#Z2_Documents.meta
+8
-0
#Z3_WebAPI.meta
StockRunning/Assets/#Z3_WebAPI.meta
+8
-0
#Z4_Icons.meta
StockRunning/Assets/#Z4_Icons.meta
+8
-0
#Z4_Previews.meta
StockRunning/Assets/#Z4_Previews.meta
+8
-0
AIMove.cs
StockRunning/Assets/My/Scripts/AI/AIMove.cs
+9
-6
PlayerMove.cs
StockRunning/Assets/My/Scripts/Player/PlayerMove.cs
+94
-10
Test.unity
StockRunning/Assets/My/Test/Test.unity
+16
-3
TestEtc.cs
StockRunning/Assets/My/Test/TestEtc.cs
+8
-1
TestOnDrag.cs
StockRunning/Assets/My/Test/TestOnDrag.cs
+47
-0
TestOnDrag.cs.meta
StockRunning/Assets/My/Test/TestOnDrag.cs.meta
+11
-0
Level2My.prefab
StockRunning/Assets/Prefabs/Level2My.prefab
+106
-18
No files found.
StockRunning/Assets/#A1_Scenes/DemoScenes.unity
View file @
4083632e
...
...
@@ -38,7 +38,7 @@ RenderSettings:
m_ReflectionIntensity
:
1
m_CustomReflection
:
{
fileID
:
0
}
m_Sun
:
{
fileID
:
0
}
m_IndirectSpecularColor
:
{
r
:
0.373119
53
,
g
:
0.38074014
,
b
:
0.3587274
,
a
:
1
}
m_IndirectSpecularColor
:
{
r
:
0.373119
92
,
g
:
0.38074034
,
b
:
0.35872713
,
a
:
1
}
m_UseRadianceAmbientProbe
:
0
---
!u!157
&4
LightmapSettings
:
...
...
@@ -3167,6 +3167,11 @@ PrefabInstance:
propertyPath
:
m_IsActive
value
:
0
objectReference
:
{
fileID
:
0
}
-
target
:
{
fileID
:
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,
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:
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,
type
:
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:
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value
:
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objectReference
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,
type
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}
propertyPath
:
m_Name
...
...
StockRunning/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
View file @
4083632e
...
...
@@ -355,15 +355,15 @@ public class BattleUI : MonoBehaviour
public
void
ShowJoystick
()
{
print
(
"显示摇杆"
);
m_joystickImage
.
color
=
Color
.
white
;
m_thumbImage
.
color
=
Color
.
white
;
//
m_joystickImage.color = Color.white;
//
m_thumbImage.color = Color.white;
}
//摇杆图标隐藏
public
void
HideJoystick
()
{
print
(
"隐藏摇杆"
);
m_joystickImage
.
color
=
Color
.
clear
;
m_thumbImage
.
color
=
Color
.
clear
;
//
m_joystickImage.color = Color.clear;
//
m_thumbImage.color = Color.clear;
}
public
void
UpdateScore
()
{
...
...
StockRunning/Assets/#A2_Scripts/Camera/FollowTarget.cs
View file @
4083632e
...
...
@@ -36,22 +36,30 @@ public class FollowTarget : MonoBehaviour
public
float
upDis
=
8.77f
;
//public float smood=10;
p
rivate
Transform
target
;
p
ublic
Transform
target
;
private
void
Start
()
{
target
=
GameObject
.
FindGameObjectWithTag
(
"Player"
).
transform
;
}
//target = GameObject.FindGameObjectWithTag("Player").transform;
//target.position = new Vector3(0,target.position.y,target.position.z);//摄像机不左右看。
}
private
void
LateUpdate
()
{
//读取配置文件数据
backDis
=
ConfigurationFile
.
instance
.
backDis
;
upDis
=
ConfigurationFile
.
instance
.
upDis
;
Vector3
followPoint
=
target
.
position
+
Vector3
.
up
*
upDis
-
target
.
forward
*
backDis
;
//Vector3 followPoint = target.position + Vector3.up * upDis - target.forward * backDis;
//transform.position = followPoint;
//transform.position = Vector3.Lerp(transform.position, followPoint,Time.deltaTime*smood);//平滑移动
//transform.LookAt(target);
Vector3
followPoint
=
new
Vector3
(
0
,
0
,
target
.
position
.
z
)
+
Vector3
.
up
*
upDis
-
target
.
forward
*
backDis
;
//照相机不左右移动
transform
.
position
=
followPoint
;
//transform.position = Vector3.Lerp(transform.position, followPoint,Time.deltaTime*smood)
;
transform
.
LookAt
(
target
);
transform
.
position
=
followPoint
;
}
}
StockRunning/Assets/#B2_Graphics.meta
0 → 100644
View file @
4083632e
fileFormatVersion: 2
guid: 317d19313d1d7204e9bbc37122116e7f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/#Z1_Tabs.meta
0 → 100644
View file @
4083632e
fileFormatVersion: 2
guid: ca40beb7fc6998f40a6e15a59c6ab599
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/#Z2_Documents.meta
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View file @
4083632e
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folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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StockRunning/Assets/#Z3_WebAPI.meta
0 → 100644
View file @
4083632e
fileFormatVersion: 2
guid: aa43ce62596b0784081ec9bd0abc8516
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/#Z4_Icons.meta
0 → 100644
View file @
4083632e
fileFormatVersion: 2
guid: 2e117c0bfc6741e4ebc4a8c8aebc0b8a
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/#Z4_Previews.meta
0 → 100644
View file @
4083632e
fileFormatVersion: 2
guid: 55c4962f2a6593c4b9c1bb6003b1ff08
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/My/Scripts/AI/AIMove.cs
View file @
4083632e
...
...
@@ -68,11 +68,14 @@ public class AIMove : MonoBehaviour
}
private
void
OnTriggerEnter
(
Collider
other
)
{
if
(
other
.
tag
==
"Gold"
)
if
(
other
.
tag
==
"Gold"
)
{
SpeedLevel
+=
1
;
BattleCtrl
.
instance
.
Score
++;
BattleCtrl
.
instance
.
updateScore
?.
Invoke
();
if
(
SpeedLevel
<
3
)
{
SpeedLevel
+=
1
;
BattleCtrl
.
instance
.
Score
++;
BattleCtrl
.
instance
.
updateScore
?.
Invoke
();
}
Destroy
(
other
.
gameObject
);
}
else
if
(
other
.
tag
==
"Prickle"
)
...
...
@@ -110,7 +113,7 @@ public class AIMove : MonoBehaviour
}
void
OnTouchStart
()
{
print
(
"触碰开始。"
);
//
print("触碰开始。");
float
varX
=
(
Input
.
mousePosition
.
x
-
Screen
.
width
/
2f
)
/
(
Screen
.
width
/
GlobalConfig
.
NormalWidth
);
float
varY
=
(
Input
.
mousePosition
.
y
-
Screen
.
height
/
2f
)
/
(
Screen
.
width
/
GlobalConfig
.
NormalWidth
);
Vector2
varVec2
=
GameServices
.
inputService
.
joyStick
.
gameObject
.
transform
.
localPosition
;
...
...
@@ -216,7 +219,7 @@ public class AIMove : MonoBehaviour
print
(
"跑出跑道。"
);
//m_rigidBody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
timer
+=
Time
.
deltaTime
;
//用来记时,1.5秒后如果player的y值小于-1.0f就判定游戏失败。
if
(
timer
>=
1.5f
&&
transform
.
position
.
y
<=
-
1.0f
)
if
(
timer
>=
1.5f
&&
transform
.
position
.
y
<=
-
1.0f
)
//-9.49
{
//不在跑道上,并且y<-1.0f。游戏失败
BattleCtrl
.
instance
.
OnBattleFail
();
...
...
StockRunning/Assets/My/Scripts/Player/PlayerMove.cs
View file @
4083632e
...
...
@@ -3,6 +3,8 @@ using System.Collections.Generic;
using
UnityEngine
;
using
DG.Tweening
;
using
DG.Tweening.Core
;
using
HedgehogTeam.EasyTouch
;
public
enum
MoveType
{
MoveType1
=
1
,
...
...
@@ -44,6 +46,14 @@ public class PlayerMove : MonoBehaviour
private
bool
isGround2
=
true
;
private
bool
isAddSpeed
=
true
;
private
float
timer
=
0.0f
;
//输入控制player移动的中间变量
private
float
addXTemp
=
0
;
private
float
targetX
;
private
Vector3
movement
=
Vector3
.
zero
;
private
float
_vertSpeed
=
0.0f
;
private
float
xDelta
=
0.0f
;
//眩晕时长
private
float
timerVertigo
=
0.0f
;
//动画
...
...
@@ -53,9 +63,12 @@ public class PlayerMove : MonoBehaviour
private
bool
Grounded
=
false
;
// Start is called before the first frame update
void
Start
()
{
//从配置文件ConfigurationFile中获取数据
//VSpeed = ConfigurationFile.instance.VSpeed;
...
...
@@ -85,10 +98,13 @@ public class PlayerMove : MonoBehaviour
//print("OnTriggerEnter:"+other.name);
if
(
other
.
tag
==
"Gold"
)
{
SpeedLevel
+=
1
;
BattleCtrl
.
instance
.
Score
++;
BattleCtrl
.
instance
.
updateScore
?.
Invoke
();
Destroy
(
other
.
gameObject
);
if
(
SpeedLevel
<
3
)
{
SpeedLevel
+=
1
;
BattleCtrl
.
instance
.
Score
++;
BattleCtrl
.
instance
.
updateScore
?.
Invoke
();
}
}
else
if
(
other
.
tag
==
"Prickle"
)
{
...
...
@@ -122,7 +138,7 @@ public class PlayerMove : MonoBehaviour
}
void
OnTouchStart
()
{
print
(
"触碰开始。"
);
//
print("触碰开始。");
float
varX
=
(
Input
.
mousePosition
.
x
-
Screen
.
width
/
2f
)
/
(
Screen
.
width
/
GlobalConfig
.
NormalWidth
);
float
varY
=
(
Input
.
mousePosition
.
y
-
Screen
.
height
/
2f
)
/
(
Screen
.
width
/
GlobalConfig
.
NormalWidth
);
Vector2
varVec2
=
GameServices
.
inputService
.
joyStick
.
gameObject
.
transform
.
localPosition
;
...
...
@@ -138,7 +154,7 @@ public class PlayerMove : MonoBehaviour
// 抬起回调
void
OnTouchUp
()
{
print
(
"触碰结束。"
);
//
print("触碰结束。");
if
(!
BattleCtrl
.
instance
.
isStartBattle
)
{
return
;
...
...
@@ -197,6 +213,21 @@ public class PlayerMove : MonoBehaviour
animator
.
SetFloat
(
"MoveSpeed"
,
MoveSpeed
);
animator
.
SetBool
(
"Grounded"
,
Grounded
);
if
(!
Grounded
)
{
_vertSpeed
+=
-
9.8f
*
5
*
Time
.
deltaTime
;
if
(
_vertSpeed
<
-
10.0f
)
{
_vertSpeed
=
-
10.0f
;
}
}
movement
.
y
=
_vertSpeed
;
//movement *= Time.deltaTime;
//characterController.Move(movement);
//射线检测。
//Debug.DrawRay(transform.position, Vector3.down * 10f, Color.red);
...
...
@@ -251,6 +282,7 @@ public class PlayerMove : MonoBehaviour
}
}
//摇杆控制
...
...
@@ -312,17 +344,69 @@ public class PlayerMove : MonoBehaviour
}
public
void
MoveType3
()
{
characterController
.
SimpleMove
(
transform
.
forward
*
MoveSpeed
);
//characterController.SimpleMove(transform.forward * MoveSpeed);
//movement += transform.forward * MoveSpeed;
//movement *= Time.deltaTime;
//characterController.Move(movement);
//characterController.SimpleMove(movement);
if
(
isGround1
||
isGround2
)
{
//在地面上才能控制移动
transform
.
position
+=
transform
.
right
*
GameServices
.
inputService
.
joyStick
.
axisX
.
axisValue
*
HSpeed
*
Time
.
deltaTime
;
//transform.position += transform.right * GameServices.inputService.joyStick.axisX.axisValue * HSpeed * Time.deltaTime;
Gesture
currentGesture
=
EasyTouch
.
current
;
if
(
currentGesture
!=
null
&&
(
currentGesture
.
type
==
EasyTouch
.
EvtType
.
On_Drag
))
//if (currentGesture != null && (currentGesture.type==EasyTouch.EvtType.On_Swipe|| currentGesture.type == EasyTouch.EvtType.On_Drag))
{
//transform.position += transform.right * currentGesture.deltaPosition.x / Screen.width * HSpeed; //马路宽14 (HSpeed=14)
xDelta
=
currentGesture
.
deltaPosition
.
x
/
Screen
.
width
*
HSpeed
;
//characterController.Move(transform.right * currentGesture.deltaPosition.x / Screen.width * HSpeed);
//addXTemp += (transform.right * currentGesture.deltaPosition.x / Screen.width * HSpeed).x;
//targetX += addXTemp;
}
//else if (currentGesture != null && (currentGesture.type == EasyTouch.EvtType.On_DragEnd))
//{
// addXTemp = 0;
//}
//Gesture currentGesture = EasyTouch.current;
//if (currentGesture == null) { }
//else if (currentGesture.type == EasyTouch.EvtType.On_DragStart)
//{
// print("111111");
// addXTemp = 0;
// targetX = transform.position.x;
//}
//else if(currentGesture.type == EasyTouch.EvtType.On_Drag) //if (currentGesture != null && (currentGesture.type==EasyTouch.EvtType.On_Swipe|| currentGesture.type == EasyTouch.EvtType.On_Drag))
//{
// print("22222");
// //transform.position += transform.right * currentGesture.deltaPosition.x / Screen.width * HSpeed; //马路宽14 (HSpeed=14)
// addXTemp += currentGesture.deltaPosition.x / Screen.width * HSpeed; ;
// targetX += addXTemp;
//}
//else if (currentGesture.type == EasyTouch.EvtType.On_DragEnd)
//{
// print("333333333");
// addXTemp = 0;
// targetX = transform.position.x;
//}
////transform.position = new Vector3(Mathf.Lerp(transform.position.x, targetX, 1f), transform.position.y, transform.position.z);
//characterController.Move()
}
characterController
.
Move
((
transform
.
forward
*
MoveSpeed
+
new
Vector3
(
0
,
_vertSpeed
,
0
))
*
Time
.
deltaTime
+(
new
Vector3
(
xDelta
,
0
,
0
)));
}
/// <summary>
/// 调整速度方向为路面的正向。
/// </summary>
...
...
StockRunning/Assets/My/Test/Test.unity
View file @
4083632e
...
...
@@ -226,7 +226,7 @@ MonoBehaviour:
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
291339882
}
m_Enabled
:
1
m_Enabled
:
0
m_EditorHideFlags
:
0
m_Script
:
{
fileID
:
11500000
,
guid
:
302f094fe9e75cb4cbc0ebddc6c24c98
,
type
:
3
}
m_Name
:
...
...
@@ -513,6 +513,7 @@ GameObject:
-
component
:
{
fileID
:
441394225
}
-
component
:
{
fileID
:
441394224
}
-
component
:
{
fileID
:
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}
-
component
:
{
fileID
:
441394226
}
m_Layer
:
0
m_Name
:
Start1
m_TagString
:
Untagged
...
...
@@ -594,6 +595,18 @@ MeshFilter:
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
441394221
}
m_Mesh
:
{
fileID
:
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,
guid
:
0000000000000000e000000000000000
,
type
:
0
}
---
!u!114
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MonoBehaviour
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
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}
m_Enabled
:
1
m_EditorHideFlags
:
0
m_Script
:
{
fileID
:
11500000
,
guid
:
45b864dd5621c044d92aa9ab676979d3
,
type
:
3
}
m_Name
:
m_EditorClassIdentifier
:
---
!u!1
&464851984
GameObject
:
m_ObjectHideFlags
:
0
...
...
@@ -815,7 +828,7 @@ GameObject:
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_StaticEditorFlags
:
0
m_IsActive
:
1
m_IsActive
:
0
---
!u!114
&801551184
MonoBehaviour
:
m_ObjectHideFlags
:
0
...
...
@@ -1034,7 +1047,7 @@ GameObject:
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_StaticEditorFlags
:
0
m_IsActive
:
1
m_IsActive
:
0
---
!u!224
&1508803903
RectTransform
:
m_ObjectHideFlags
:
0
...
...
StockRunning/Assets/My/Test/TestEtc.cs
View file @
4083632e
using
System.Collections
;
using
HedgehogTeam.EasyTouch
;
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
...
...
@@ -41,4 +42,10 @@ public class TestEtc : MonoBehaviour
{
print
(
aa
);
}
private
void
OnDestroy
()
{
}
}
StockRunning/Assets/My/Test/TestOnDrag.cs
0 → 100644
View file @
4083632e
using
HedgehogTeam.EasyTouch
;
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
TestOnDrag
:
MonoBehaviour
{
// Start is called before the first frame update
void
Start
()
{
//EasyTouch.On_Swipe += OnDrag;
}
// Update is called once per frame
void
Update
()
{
Gesture
currentGesture
=
EasyTouch
.
current
;
//将输入的手势与系统的手势类型进行对比
//当没有输入时(没有触摸屏幕时)EasyTouch.current会返回null
//if (currentGesture != null && EasyTouch.EvtType.On_TouchStart == currentGesture.type)
//{
//}
if
(
currentGesture
!=
null
)
{
print
(
currentGesture
.
type
);
if
(
currentGesture
.
type
==
EasyTouch
.
EvtType
.
On_Drag
)
{
On_Drag
(
currentGesture
);
}
}
}
public
void
On_Drag
(
Gesture
gesture
)
{
transform
.
Translate
(
new
Vector3
(
gesture
.
deltaPosition
.
x
/
Screen
.
width
*
10
,
gesture
.
deltaPosition
.
y
/
Screen
.
width
*
10
,
0
));
}
public
void
OnDrag
(
Gesture
gesture
)
{
print
(
"OnDrag---"
);
}
//private void OnDestroy()
//{
// EasyTouch.On_Swipe -= OnDrag;
//}
}
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