Commit 86848d10 authored by czy's avatar czy

滑行结束游戏结束

parent 37699eda
......@@ -1672,6 +1672,8 @@ MonoBehaviour:
m_levelManager: {fileID: 186647396}
Score: 0
GoldName: Egg
IsScoreSettlementStatus: 0
IsWin: 0
--- !u!1 &921224632
GameObject:
m_ObjectHideFlags: 0
......@@ -2367,6 +2369,7 @@ MonoBehaviour:
AddSpeed: 10
HSpeed: 10
moveType: 3
deceleration: 15
ray1Pos: {fileID: 959692230}
ray2Pos: {fileID: 1034938978}
ModelParent: {fileID: 0}
......@@ -3486,6 +3489,7 @@ MonoBehaviour:
VertigoTimeEnemy_V: 1
disZ: 50
VertigoTimeGianRock: 1
deceleration: 11.95
--- !u!4 &1960597218
Transform:
m_ObjectHideFlags: 0
......
......@@ -45,7 +45,8 @@ public class BattleCtrl : MonoBehaviour
public String GoldName = "Egg"; //金币名称(Resources)
public bool IsScoreSettlementStatus=false; //是否是分数结算状态
public bool IsWin=false; //是否胜利
......@@ -226,6 +227,32 @@ public class BattleCtrl : MonoBehaviour
//#endif
// }
//进入滑行状态,等待游戏结束。
public void EnterScoreSettlementStatus(string result)
{
IsScoreSettlementStatus = true;
if (result == "Win")
{
IsWin = true;
}
else if (result == "Fail")
{
IsWin = false;
}
}
//退出滑行状态,游戏结束。
public void ExitScoreSettlementStatus()
{
IsScoreSettlementStatus = false;
if (IsWin)
{
OnBattleWin();
}
else
{
OnBattleFail();
}
}
private void Update()
{
......
......@@ -40,7 +40,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 2800000, guid: e6bcefb2a2fea3442809925e5d4fe224, type: 3}
m_Texture: {fileID: 2800000, guid: df7c0e6cf8f64a44ea359c778e386616, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
......
......@@ -15,12 +15,16 @@ public class AIMove : MonoBehaviour
[Header("控制移动")]
[Tooltip("控制向前的速度。")]
public float VSpeed = 20.0f;
[Tooltip("控制左右移动的速度。(未实现)")]
[Tooltip("控制左右移动的速度。")]
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;
[Tooltip("游戏结束每秒减少的速度")]
public float deceleration = 15;
[Header("地面检测")]
public Transform ray1Pos;
public Transform ray2Pos;
......@@ -225,6 +229,7 @@ public class AIMove : MonoBehaviour
//SpeedLevel = ConfigurationFile.instance.SpeedLevelAI; //初始化一次。
AddSpeed = ConfigurationFile.instance.AddSpeedAI;
HSpeed = ConfigurationFile.instance.HSpeedAI;
deceleration = ConfigurationFile.instance.deceleration;
if (!BattleCtrl.instance.isStartBattle)
......@@ -232,11 +237,11 @@ public class AIMove : MonoBehaviour
isAddSpeed = true;
return;
}
//if (BattleCtrl.instance.isEndBattle)
//{
// isAddSpeed = true;
// return;
//}
if (BattleCtrl.instance.isEndBattle)
{
isAddSpeed = true;
return;
}
if (targetObj == null)
{
targetObj = GetTargetPos();
......@@ -321,7 +326,7 @@ public class AIMove : MonoBehaviour
}
if (m_bIsCanMove && !BattleCtrl.instance.isEndBattle)
if (m_bIsCanMove && !BattleCtrl.instance.IsScoreSettlementStatus)
{
if (timerVertigo <= 0)
{
......@@ -345,7 +350,7 @@ public class AIMove : MonoBehaviour
//print("游戏已经结束但可以继续滑行"); //Move((transform.forward * MoveSpeed + new Vector3(0, _vertSpeed, 0)) * Time.deltaTime + (new Vector3(xDelta, 0, 0)));
if (characterController.velocity.z >= 0)
{
characterController.SimpleMove(new Vector3(0, 0, characterController.velocity.z - 15 * Time.deltaTime));
characterController.SimpleMove(new Vector3(0, 0, characterController.velocity.z - deceleration * Time.deltaTime));
}
}
......
......@@ -46,7 +46,10 @@ public class ConfigurationFile : MonoBehaviour
[Header("巨石")]
[Tooltip("眩晕时长")]
public float VertigoTimeGianRock = 3;
//########################################
[Header("游戏结束")]
[Tooltip("每秒减少的速度")]
public float deceleration=11.8f;
public static ConfigurationFile instance;
......
......@@ -18,21 +18,22 @@ public class EndPoint : MonoBehaviour
}
private void OnTriggerEnter(Collider other)
{
if (!BattleCtrl.instance.isStartBattle|| BattleCtrl.instance.isEndBattle)
if (!BattleCtrl.instance.isStartBattle|| BattleCtrl.instance.isEndBattle|| BattleCtrl.instance.IsScoreSettlementStatus)
{
//游戏未开始||游戏已经结束||游戏出于分数结算状态
return;
}
if (other.tag == "Player")
{
//游戏胜利
BattleCtrl.instance.OnBattleWin();
//BattleCtrl.instance.OnBattleWin();
BattleCtrl.instance.EnterScoreSettlementStatus("Win");
}
else if (other.tag == "Competitor")
{
//游戏失败
BattleCtrl.instance.OnBattleFail();
//BattleCtrl.instance.OnBattleFail();
BattleCtrl.instance.EnterScoreSettlementStatus("Fail");
}
}
public void gameWin()
......
......@@ -23,6 +23,10 @@ public class PlayerMove : MonoBehaviour
public float HSpeed = 10.0f;
[Tooltip("主角移动方式")]
public MoveType moveType= MoveType.MoveType3;
[Tooltip("游戏结束每秒减少的速度")]
public float deceleration = 15;
[Header("地面检测")]
public Transform ray1Pos;
public Transform ray2Pos;
......@@ -225,7 +229,7 @@ public class PlayerMove : MonoBehaviour
//SpeedLevel = ConfigurationFile.instance.SpeedLevel; //初始化一次。
AddSpeed = ConfigurationFile.instance.AddSpeed;
HSpeed = ConfigurationFile.instance.HSpeed;
deceleration = ConfigurationFile.instance.deceleration;
if (!BattleCtrl.instance.isStartBattle)
......@@ -233,13 +237,13 @@ public class PlayerMove : MonoBehaviour
//游戏没有开始
return;
}
//if (BattleCtrl.instance.isEndBattle)
//{
// //游戏没有结束
// return;
//}
if (BattleCtrl.instance.isEndBattle)
{
//游戏没有结束
return;
}
//移动
MoveSpeed = VSpeed + (AddSpeed * (SpeedLevel-1));
......@@ -302,9 +306,9 @@ public class PlayerMove : MonoBehaviour
}
}
if (m_bIsCanMove && !BattleCtrl.instance.isEndBattle)
if (m_bIsCanMove && !BattleCtrl.instance.IsScoreSettlementStatus)
{
//print("控制摇杆");
if (timerVertigo <= 0)
{
timerVertigo = 0;
......@@ -325,7 +329,13 @@ public class PlayerMove : MonoBehaviour
//print("游戏已经结束但可以继续滑行"); //Move((transform.forward * MoveSpeed + new Vector3(0, _vertSpeed, 0)) * Time.deltaTime + (new Vector3(xDelta, 0, 0)));
if (characterController.velocity.z >= 0)
{
characterController.SimpleMove(new Vector3(0, 0, characterController.velocity.z - 15 * Time.deltaTime));
//print("滑行");
characterController.SimpleMove(new Vector3(0, 0, characterController.velocity.z - deceleration * Time.deltaTime));
}
else
{
//print("滑行结束");
BattleCtrl.instance.ExitScoreSettlementStatus();
}
}
......
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