Commit c3d3b3a7 authored by czy's avatar czy

测试版本1.0

parent 2173a3cc
...@@ -32,18 +32,23 @@ public class FollowTarget : MonoBehaviour ...@@ -32,18 +32,23 @@ public class FollowTarget : MonoBehaviour
//2 //2
public float backDis= -5.51f; public float backDis=5.51f;
public float upDis= 8.77f; public float upDis= 8.77f;
public float smood=10; //public float smood=10;
private Transform target; private Transform target;
private void Start() private void Start()
{ {
target = GameObject.FindGameObjectWithTag("Player").transform; target = GameObject.FindGameObjectWithTag("Player").transform;
}
}
private void LateUpdate() 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 = followPoint;
//transform.position = Vector3.Lerp(transform.position, followPoint,Time.deltaTime*smood); //transform.position = Vector3.Lerp(transform.position, followPoint,Time.deltaTime*smood);
......
This diff is collapsed.
...@@ -8,7 +8,7 @@ public class AIMove : MonoBehaviour ...@@ -8,7 +8,7 @@ public class AIMove : MonoBehaviour
{ {
[Header("控制移动")] [Header("控制移动")]
[Tooltip("控制向前的速度。")] [Tooltip("控制向前的速度。")]
public float VSpeed = 40.0f; 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。(未实现)")]
public float HSpeed = 10.0f; public float HSpeed = 10.0f;
public int SpeedLevel = 1; public int SpeedLevel = 1;
...@@ -49,6 +49,13 @@ public class AIMove : MonoBehaviour ...@@ -49,6 +49,13 @@ public class AIMove : MonoBehaviour
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
//从配置文件ConfigurationFile中获取数据
//VSpeed = ConfigurationFile.instance.VSpeed;
SpeedLevel = ConfigurationFile.instance.SpeedLevel;
//AddSpeed = ConfigurationFile.instance.AddSpeed;
//HSpeed = ConfigurationFile.instance.HSpeed;
characterController = GetComponent<CharacterController>(); characterController = GetComponent<CharacterController>();
BattleCtrl.instance.turnDir += TurnDir; BattleCtrl.instance.turnDir += TurnDir;
//m_rigidBody = GetComponent<Rigidbody>(); //m_rigidBody = GetComponent<Rigidbody>();
...@@ -151,6 +158,14 @@ public class AIMove : MonoBehaviour ...@@ -151,6 +158,14 @@ public class AIMove : MonoBehaviour
{ {
//print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle); //print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle);
//print("游戏是否结束:"+ BattleCtrl.instance.isEndBattle); //print("游戏是否结束:"+ BattleCtrl.instance.isEndBattle);
//从配置文件ConfigurationFile中获取数据
VSpeed = ConfigurationFile.instance.VSpeedAI;
//SpeedLevel = ConfigurationFile.instance.SpeedLevelAI; //初始化一次。
AddSpeed = ConfigurationFile.instance.AddSpeedAI;
HSpeed = ConfigurationFile.instance.HSpeedAI;
if (!BattleCtrl.instance.isStartBattle) if (!BattleCtrl.instance.isStartBattle)
{ {
isAddSpeed = true; isAddSpeed = true;
...@@ -161,6 +176,14 @@ public class AIMove : MonoBehaviour ...@@ -161,6 +176,14 @@ public class AIMove : MonoBehaviour
isAddSpeed = true; isAddSpeed = true;
return; return;
} }
//移动
MoveSpeed = VSpeed + AddSpeed * (SpeedLevel - 1);
//是否在地面
Grounded = characterController.isGrounded;
//print(""+ MoveSpeed+" "+ Grounded);
animator.SetFloat("MoveSpeed", MoveSpeed);
animator.SetBool("Grounded", Grounded);
//射线检测。 //射线检测。
...@@ -207,7 +230,7 @@ public class AIMove : MonoBehaviour ...@@ -207,7 +230,7 @@ public class AIMove : MonoBehaviour
{ {
timerVertigo = 0.0f; timerVertigo = 0.0f;
//AI向前跑。 //AI向前跑。
characterController.SimpleMove(transform.forward * (VSpeed+ AddSpeed * SpeedLevel)); characterController.SimpleMove(transform.forward * MoveSpeed);
//UpdateJoystick(); //UpdateJoystick();
} }
else else
...@@ -217,13 +240,8 @@ public class AIMove : MonoBehaviour ...@@ -217,13 +240,8 @@ 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);
} }
...@@ -286,7 +304,7 @@ public class AIMove : MonoBehaviour ...@@ -286,7 +304,7 @@ public class AIMove : MonoBehaviour
} }
public void MoveType3() public void MoveType3()
{ {
characterController.SimpleMove(transform.forward * (VSpeed+ AddSpeed * SpeedLevel)); characterController.SimpleMove(transform.forward * MoveSpeed);
if (isGround1 || isGround2) if (isGround1 || isGround2)
{ {
//在地面上才能控制移动 //在地面上才能控制移动
......
...@@ -14,6 +14,32 @@ public class ConfigurationFile : MonoBehaviour ...@@ -14,6 +14,32 @@ public class ConfigurationFile : MonoBehaviour
[Tooltip("控制左右移动的速度。")] [Tooltip("控制左右移动的速度。")]
public float HSpeed = 10.0f; public float HSpeed = 10.0f;
[Header("AI")]
[Tooltip("控制向前的速度。")]
public float VSpeedAI = 20.0f;
public int SpeedLevelAI = 1;
[Tooltip("没升一级增加的速度")]
public float AddSpeedAI = 10.0f;
[Tooltip("控制左右移动的速度。")]
public float HSpeedAI = 10.0f;
[Header("摄像机")]
[Tooltip("相对主角 向后的距离")]
public float backDis = 5.51f;
[Tooltip("相对主角 向上的距离")]
public float upDis = 8.77f;
[Header("打手")]
[Tooltip("基础速度")]
public float VSpeedEnemy_V = 20.0f;
[Tooltip("速度等级")]
public int SpeedLevelEnemy_V = 1;
[Tooltip("每升一级增加的速度")]
public float AddSpeedEnemy_V = 10.0f;
[Tooltip("每个小人眩晕时长")]
public float VertigoTimeEnemy_V = 3.0f;
[Tooltip("小人出现的位置在目标的前方的距离")]
public float disZ = 50;
public static ConfigurationFile instance; public static ConfigurationFile instance;
......
...@@ -13,12 +13,12 @@ public class PlayerMove : MonoBehaviour ...@@ -13,12 +13,12 @@ public class PlayerMove : MonoBehaviour
{ {
[Header("控制移动")] [Header("控制移动")]
[Tooltip("控制向前的速度。")] [Tooltip("控制向前的速度。")]
private float VSpeed = 20.0f; public float VSpeed = 20.0f;
private int SpeedLevel = 1; public int SpeedLevel = 1;
[Tooltip("没升一级增加的速度")] [Tooltip("没升一级增加的速度")]
private float AddSpeed = 10.0f; public float AddSpeed = 10.0f;
[Tooltip("控制左右移动的速度。")] [Tooltip("控制左右移动的速度。")]
private float HSpeed = 10.0f; public float HSpeed = 10.0f;
...@@ -57,7 +57,11 @@ public class PlayerMove : MonoBehaviour ...@@ -57,7 +57,11 @@ public class PlayerMove : MonoBehaviour
void Start() void Start()
{ {
//从配置文件ConfigurationFile中获取数据
//VSpeed = ConfigurationFile.instance.VSpeed;
SpeedLevel = ConfigurationFile.instance.SpeedLevel;
//AddSpeed = ConfigurationFile.instance.AddSpeed;
//HSpeed = ConfigurationFile.instance.HSpeed;
//委托注册方法 //委托注册方法
...@@ -169,7 +173,7 @@ public class PlayerMove : MonoBehaviour ...@@ -169,7 +173,7 @@ public class PlayerMove : MonoBehaviour
//从配置文件ConfigurationFile中获取数据 //从配置文件ConfigurationFile中获取数据
VSpeed = ConfigurationFile.instance.VSpeed; VSpeed = ConfigurationFile.instance.VSpeed;
SpeedLevel = ConfigurationFile.instance.SpeedLevel; //SpeedLevel = ConfigurationFile.instance.SpeedLevel; //初始化一次。
AddSpeed = ConfigurationFile.instance.AddSpeed; AddSpeed = ConfigurationFile.instance.AddSpeed;
HSpeed = ConfigurationFile.instance.HSpeed; HSpeed = ConfigurationFile.instance.HSpeed;
...@@ -185,6 +189,13 @@ public class PlayerMove : MonoBehaviour ...@@ -185,6 +189,13 @@ public class PlayerMove : MonoBehaviour
isAddSpeed = true; isAddSpeed = true;
return; return;
} }
//移动
MoveSpeed = VSpeed + (AddSpeed * (SpeedLevel-1));
//是否在地面
Grounded = characterController.isGrounded;
animator.SetFloat("MoveSpeed", MoveSpeed);
animator.SetBool("Grounded", Grounded);
//射线检测。 //射线检测。
...@@ -239,13 +250,7 @@ public class PlayerMove : MonoBehaviour ...@@ -239,13 +250,7 @@ public class PlayerMove : MonoBehaviour
} }
} }
//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 //摇杆控制
...@@ -307,7 +312,7 @@ public class PlayerMove : MonoBehaviour ...@@ -307,7 +312,7 @@ public class PlayerMove : MonoBehaviour
} }
public void MoveType3() public void MoveType3()
{ {
characterController.SimpleMove(transform.forward * (VSpeed+ AddSpeed*SpeedLevel)); characterController.SimpleMove(transform.forward * MoveSpeed);
if (isGround1 || isGround2) if (isGround1 || isGround2)
{ {
//在地面上才能控制移动 //在地面上才能控制移动
......
...@@ -29,20 +29,28 @@ public class Enemy_Vertigo : MonoBehaviour ...@@ -29,20 +29,28 @@ public class Enemy_Vertigo : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
//读取配置文件数据
VSpeed = ConfigurationFile.instance.VSpeedEnemy_V;
SpeedLevel = ConfigurationFile.instance.SpeedLevelEnemy_V;
AddSpeed= ConfigurationFile.instance.AddSpeedEnemy_V;
VertigoTime = ConfigurationFile.instance.VertigoTimeEnemy_V;
Vector3 direction = (targetPos.position - transform.position);
direction.y = 0;
direction = direction.normalized;
//characterController.SimpleMove(direction*Speed* SpeedLevel);
characterController.Move(direction * (VSpeed+AddSpeed * SpeedLevel) * Time.deltaTime);
//移动 //移动
MoveSpeed = VSpeed+AddSpeed * SpeedLevel; MoveSpeed = VSpeed + AddSpeed * (SpeedLevel-1);
//是否在地面 //是否在地面
Grounded = characterController.isGrounded; Grounded = characterController.isGrounded;
animator.SetFloat("MoveSpeed", MoveSpeed); animator.SetFloat("MoveSpeed", MoveSpeed);
animator.SetBool("Grounded", Grounded); animator.SetBool("Grounded", Grounded);
transform.LookAt(targetPos);
Vector3 direction = (targetPos.position - transform.position);
direction.y = 0;
direction = direction.normalized;
//characterController.SimpleMove(direction*Speed* SpeedLevel);
characterController.SimpleMove(direction * MoveSpeed);
} }
......
...@@ -5,6 +5,7 @@ using UnityEngine; ...@@ -5,6 +5,7 @@ using UnityEngine;
public class Prop : MonoBehaviour public class Prop : MonoBehaviour
{ {
public GameObject enemy3AI; public GameObject enemy3AI;
public float disZ = 50;
void Start() void Start()
...@@ -20,10 +21,11 @@ public class Prop : MonoBehaviour ...@@ -20,10 +21,11 @@ public class Prop : MonoBehaviour
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
disZ = ConfigurationFile.instance.disZ;
if ((other.tag == "Competitor" || other.tag == "Player") && DoRanking._instance.rankingList[2] != other.gameObject) if ((other.tag == "Competitor" || other.tag == "Player") && DoRanking._instance.rankingList[2] != other.gameObject)
{ {
//print(DoRanking._instance.rankingList[2].name + "---" + other.gameObject.name+" "+ (DoRanking._instance.rankingList[2]== other.gameObject).ToString()); //print(DoRanking._instance.rankingList[2].name + "---" + other.gameObject.name+" "+ (DoRanking._instance.rankingList[2]== other.gameObject).ToString());
enemy3AI.transform.position = DoRanking._instance.rankingList[2].transform.position+new Vector3(0,0,100); enemy3AI.transform.position = DoRanking._instance.rankingList[2].transform.position+new Vector3(0,0, disZ);//new Vector3(0,0, 100)
enemy3AI.SetActive(true); enemy3AI.SetActive(true);
Destroy(gameObject); Destroy(gameObject);
} }
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment