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czy
StockRunning
Commits
71db4061
Commit
71db4061
authored
Apr 25, 2021
by
czy
Browse files
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Plain Diff
添加吃金币特效
parent
8bdd7293
Changes
8
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Showing
8 changed files
with
10100 additions
and
4779 deletions
+10100
-4779
DemoScenes.unity
StockRunning/Assets/#A1_Scenes/DemoScenes.unity
+69
-0
GoldCoinBlast.prefab
...n FX/Prefabs/Interactive/Money/Coins/GoldCoinBlast.prefab
+9917
-4769
AIMove.cs
StockRunning/Assets/My/Scripts/AI/AIMove.cs
+12
-5
Gold.cs
StockRunning/Assets/My/Scripts/Gold/Gold.cs
+15
-2
PlayerMove.cs
StockRunning/Assets/My/Scripts/Player/PlayerMove.cs
+1
-0
Level1.prefab
StockRunning/Assets/Prefabs/Level1.prefab
+2
-2
Level2My.prefab
StockRunning/Assets/Prefabs/Level2My.prefab
+1
-1
Gold.prefab
StockRunning/Assets/Resources/Gold.prefab
+83
-0
No files found.
StockRunning/Assets/#A1_Scenes/DemoScenes.unity
View file @
71db4061
...
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...
...
StockRunning/Assets/Art_Assets/0D1_Effects/Epic Toon FX/Prefabs/Interactive/Money/Coins/GoldCoinBlast.prefab
View file @
71db4061
This diff is collapsed.
Click to expand it.
StockRunning/Assets/My/Scripts/AI/AIMove.cs
View file @
71db4061
...
...
@@ -35,6 +35,7 @@ public class AIMove : MonoBehaviour
[
Header
(
"特效"
)]
public
ParticleSystem
particleChange
;
//变身特效
private
RaycastHit
RHit
;
private
CharacterController
characterController
;
private
bool
m_bIsCanMove
=
true
;
//是否能开车
...
...
@@ -102,11 +103,15 @@ public class AIMove : MonoBehaviour
{
if
(
SpeedLevel
<
3
)
{
SpeedLevel
+=
1
;
BattleCtrl
.
instance
.
Score
++;
BattleCtrl
.
instance
.
updateScore
?.
Invoke
();
ChangeModel
();
}
other
.
gameObject
.
GetComponentInChildren
<
Gold
>().
PlayParticle
();
//吃金币特效
Destroy
(
other
.
gameObject
);
}
else
if
(
other
.
tag
==
"Prickle"
)
...
...
@@ -643,19 +648,19 @@ public class AIMove : MonoBehaviour
switch
(
SpeedLevel
)
{
case
1
:
PlayParticle
();
PlayParticle
(
particleChange
);
Model1
.
SetActive
(
true
);
Model2
.
SetActive
(
false
);
Model3
.
SetActive
(
false
);
break
;
case
2
:
PlayParticle
();
PlayParticle
(
particleChange
);
Model1
.
SetActive
(
false
);
Model2
.
SetActive
(
true
);
Model3
.
SetActive
(
false
);
break
;
case
3
:
PlayParticle
();
PlayParticle
(
particleChange
);
Model1
.
SetActive
(
false
);
Model2
.
SetActive
(
false
);
Model3
.
SetActive
(
true
);
...
...
@@ -684,11 +689,13 @@ public class AIMove : MonoBehaviour
}
}
}
public
void
PlayParticle
()
public
void
PlayParticle
(
ParticleSystem
ps
)
{
ParticleSystem
copyParticle
=
Instantiate
(
p
articleChange
,
particleChange
.
transform
.
position
,
particleChange
.
transform
.
rotation
);
ParticleSystem
copyParticle
=
Instantiate
(
p
s
,
ps
.
transform
.
position
,
ps
.
transform
.
rotation
);
copyParticle
.
Play
();
}
private
void
OnDestroy
()
{
m_targetTrans
=
null
;
...
...
StockRunning/Assets/My/Scripts/Gold/Gold.cs
View file @
71db4061
...
...
@@ -4,14 +4,27 @@ using UnityEngine;
public
class
Gold
:
MonoBehaviour
{
public
ParticleSystem
particleGetGold
;
//获取金币特效
//private void OnTriggerEnter(Collider other)
//{
// if (other.tag
==
"Player")
// if (other.tag
==
"Player")
// {
// BattleCtrl.instance.Score++;
// BattleCtrl.instance.updateScore?.Invoke();
// Destroy(gameObject);
// }
//}
private
void
Start
()
{
}
public
void
PlayParticle
()
{
ParticleSystem
copyParticle
=
Instantiate
(
particleGetGold
,
particleGetGold
.
transform
.
position
,
particleGetGold
.
transform
.
rotation
);
copyParticle
.
Play
();
}
}
StockRunning/Assets/My/Scripts/Player/PlayerMove.cs
View file @
71db4061
...
...
@@ -105,6 +105,7 @@ public class PlayerMove : MonoBehaviour
//print("OnTriggerEnter:"+other.name);
if
(
other
.
tag
==
"Gold"
)
{
other
.
gameObject
.
GetComponentInChildren
<
Gold
>().
PlayParticle
();
//吃金币特效
Destroy
(
other
.
gameObject
);
if
(
SpeedLevel
<
3
)
{
...
...
StockRunning/Assets/Prefabs/Level1.prefab
View file @
71db4061
...
...
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71db4061
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71db4061
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,
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