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czy
StockRunning
Commits
86848d10
Commit
86848d10
authored
Apr 26, 2021
by
czy
Browse files
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Plain Diff
滑行结束游戏结束
parent
37699eda
Changes
7
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Showing
7 changed files
with
76 additions
and
26 deletions
+76
-26
DemoScenes.unity
StockRunning/Assets/#A1_Scenes/DemoScenes.unity
+4
-0
BattleCtrl.cs
StockRunning/Assets/#A2_Scripts/Battle/BattleCtrl.cs
+28
-1
Care_Competitor2.mat
StockRunning/Assets/My/Materials/Care_Competitor2.mat
+1
-1
AIMove.cs
StockRunning/Assets/My/Scripts/AI/AIMove.cs
+13
-8
ConfigurationFile.cs
StockRunning/Assets/My/Scripts/ConfigurationFile.cs
+4
-1
EndPoint.cs
StockRunning/Assets/My/Scripts/EndPoint.cs
+6
-5
PlayerMove.cs
StockRunning/Assets/My/Scripts/Player/PlayerMove.cs
+20
-10
No files found.
StockRunning/Assets/#A1_Scenes/DemoScenes.unity
View file @
86848d10
...
...
@@ -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
...
...
StockRunning/Assets/#A2_Scripts/Battle/BattleCtrl.cs
View file @
86848d10
...
...
@@ -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
()
{
...
...
StockRunning/Assets/My/Materials/Care_Competitor2.mat
View file @
86848d10
...
...
@@ -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
:
...
...
StockRunning/Assets/My/Scripts/AI/AIMove.cs
View file @
86848d10
...
...
@@ -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
));
}
}
...
...
StockRunning/Assets/My/Scripts/ConfigurationFile.cs
View file @
86848d10
...
...
@@ -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
;
...
...
StockRunning/Assets/My/Scripts/EndPoint.cs
View file @
86848d10
...
...
@@ -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
()
...
...
StockRunning/Assets/My/Scripts/Player/PlayerMove.cs
View file @
86848d10
...
...
@@ -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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