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czy
StockRunning
Commits
c9420865
Commit
c9420865
authored
Apr 22, 2021
by
czy
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添加巨石道具
parent
28ace866
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11 changed files
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756 additions
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12 deletions
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-12
PropMat1.mat
StockRunning/Assets/My/Materials/PropMat1.mat
+77
-0
PropMat1.mat.meta
StockRunning/Assets/My/Materials/PropMat1.mat.meta
+8
-0
PropMat2.mat
StockRunning/Assets/My/Materials/PropMat2.mat
+77
-0
PropMat2.mat.meta
StockRunning/Assets/My/Materials/PropMat2.mat.meta
+8
-0
AIMove.cs
StockRunning/Assets/My/Scripts/AI/AIMove.cs
+102
-3
DoRanking.cs
StockRunning/Assets/My/Scripts/DoRanking.cs
+22
-0
PlayerMove.cs
StockRunning/Assets/My/Scripts/Player/PlayerMove.cs
+2
-2
GiantRock.cs
StockRunning/Assets/My/Scripts/Prop/GiantRock.cs
+41
-0
GiantRock.cs.meta
StockRunning/Assets/My/Scripts/Prop/GiantRock.cs.meta
+11
-0
Prop.cs
StockRunning/Assets/My/Scripts/Prop/Prop.cs
+49
-7
Level2My.prefab
StockRunning/Assets/Prefabs/Level2My.prefab
+359
-0
No files found.
StockRunning/Assets/My/Materials/PropMat1.mat
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c9420865
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StockRunning/Assets/My/Scripts/AI/AIMove.cs
View file @
c9420865
...
...
@@ -36,6 +36,13 @@ public class AIMove : MonoBehaviour
private
bool
isGround2
=
true
;
private
bool
isAddSpeed
=
true
;
private
float
timer
=
0.0f
;
//控制移动的中间变量
private
float
SpeedY
=
0
;
//相当于重力
private
float
deltaX
=
0.0f
;
//左右移动的距离。
//眩晕
private
float
timerVertigo
=
0.0f
;
//眩晕时间。
//动画
...
...
@@ -43,7 +50,7 @@ public class AIMove : MonoBehaviour
//状态
public
float
MoveSpeed
=
0.0f
;
private
bool
Grounded
=
false
;
private
GameObject
targetObj
;
// Start is called before the first frame update
...
...
@@ -179,6 +186,18 @@ public class AIMove : MonoBehaviour
isAddSpeed
=
true
;
return
;
}
if
(
targetObj
==
null
)
{
targetObj
=
GetTargetPos
();
print
(
"获取新目标:"
+
targetObj
);
}
else
if
(
targetObj
.
transform
.
position
.
z
<
transform
.
position
.
z
)
{
targetObj
=
GetTargetPos
();
print
(
"获取新目标:"
+
targetObj
);
}
//移动
MoveSpeed
=
VSpeed
+
AddSpeed
*
(
SpeedLevel
-
1
);
//是否在地面
...
...
@@ -187,7 +206,30 @@ public class AIMove : MonoBehaviour
animator
.
SetFloat
(
"MoveSpeed"
,
MoveSpeed
);
animator
.
SetBool
(
"Grounded"
,
Grounded
);
if
(!
Grounded
)
{
SpeedY
+=
-
9.8f
*
5
*
Time
.
deltaTime
;
}
else
{
//在地面上,计算导航去目标位置,每次移动的距离。
if
(
targetObj
!=
null
)
{
if
(
targetObj
.
transform
.
position
.
x
-
transform
.
position
.
x
>
0.3f
)
//误差值0.3
{
deltaX
=
HSpeed
*
Time
.
deltaTime
;
}
else
if
(
targetObj
.
transform
.
position
.
x
-
transform
.
position
.
x
<
-
0.3f
)
{
deltaX
=
-
HSpeed
*
Time
.
deltaTime
;
}
else
{
deltaX
=
0
;
}
}
}
//射线检测。
//Debug.DrawRay(transform.position, Vector3.down * 10f, Color.red);
...
...
@@ -233,7 +275,10 @@ public class AIMove : MonoBehaviour
{
timerVertigo
=
0.0f
;
//AI向前跑。
characterController
.
SimpleMove
(
transform
.
forward
*
MoveSpeed
);
//characterController.SimpleMove(transform.forward * MoveSpeed);
characterController
.
Move
((
transform
.
forward
*
MoveSpeed
+
new
Vector3
(
0
,
SpeedY
,
0
))*
Time
.
deltaTime
+
new
Vector3
(
deltaX
,
0
,
0
));
//UpdateJoystick();
}
else
...
...
@@ -408,6 +453,60 @@ public class AIMove : MonoBehaviour
{
}
//获取目标点
public
GameObject
GetTargetPos
()
{
GameObject
[]
golds
=
GameObject
.
FindGameObjectsWithTag
(
"Gold"
);
//金币
GameObject
[]
props
=
GameObject
.
FindGameObjectsWithTag
(
"Prop"
);
//道具
//排序,z从小到大。
golds
=
DoRanking
.
_instance
.
DoRankingFun2
(
golds
);
props
=
DoRanking
.
_instance
.
DoRankingFun2
(
props
);
GameObject
goldObj
=
null
;
GameObject
propObj
=
null
;
foreach
(
var
prop
in
props
)
{
if
((
prop
.
transform
.
position
.
z
)>
transform
.
position
.
z
+
0.5f
)
{
propObj
=
prop
;
break
;
}
}
foreach
(
var
gold
in
golds
)
{
if
((
gold
.
transform
.
position
.
z
)
>
transform
.
position
.
z
+
0.5f
)
{
goldObj
=
gold
;
break
;
}
}
//print("propObj:" + propObj + "goldObj:" +goldObj);
//返回策略
if
(
propObj
!=
null
&&
goldObj
!=
null
)
{
if
((
propObj
.
transform
.
position
.
z
-
transform
.
position
.
z
)
>
(
goldObj
.
transform
.
position
.
z
-
transform
.
position
.
z
)+
5
)
{
//道具比金币还要远5距离就返回金币,否则返回道具。
return
goldObj
;
}
else
{
return
propObj
;
}
}
else
{
if
(
propObj
==
null
&&
goldObj
==
null
)
{
return
null
;
}
else
{
return
propObj
==
null
?
goldObj
:
propObj
;
}
}
}
public
void
TurnDir
(
float
angle
)
{
...
...
StockRunning/Assets/My/Scripts/DoRanking.cs
View file @
c9420865
...
...
@@ -54,6 +54,28 @@ public class DoRanking : MonoBehaviour
}
return
list
;
}
//冒泡排序z值从小到大。
public
GameObject
[]
DoRankingFun2
(
GameObject
[]
array
)
{
GameObject
temp
=
tempGO
;
for
(
int
i
=
0
;
i
<
array
.
Length
;
i
++)
{
for
(
int
j
=
0
;
j
<
array
.
Length
-
i
-
1
;
j
++)
{
//if (list[j].transform.position.z > list[j + 1].transform.position.z) //保留一位小数
if
(
Math
.
Round
(
array
[
j
].
transform
.
position
.
z
,
1
)
>
Math
.
Round
(
array
[
j
+
1
].
transform
.
position
.
z
,
1
))
//保留一位小数
{
temp
=
array
[
j
];
array
[
j
]
=
array
[
j
+
1
];
array
[
j
+
1
]
=
temp
;
}
}
}
return
array
;
}
public
void
UpdateRanking
()
{
rankingList
=
DoRankingFun
(
rankingList
);
...
...
StockRunning/Assets/My/Scripts/Player/PlayerMove.cs
View file @
c9420865
...
...
@@ -184,8 +184,8 @@ public class PlayerMove : MonoBehaviour
private
void
FixedUpdate
()
{
print
(
"游戏是否开始:"
+
BattleCtrl
.
instance
.
isStartBattle
);
print
(
"游戏是否结束:"
+
BattleCtrl
.
instance
.
isEndBattle
);
//
print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle);
//
print("游戏是否结束:"+ BattleCtrl.instance.isEndBattle);
//从配置文件ConfigurationFile中获取数据
VSpeed
=
ConfigurationFile
.
instance
.
VSpeed
;
...
...
StockRunning/Assets/My/Scripts/Prop/GiantRock.cs
0 → 100644
View file @
c9420865
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
GiantRock
:
MonoBehaviour
{
public
Transform
ballModel
;
public
float
VertigoTime
=
3
;
private
Vector3
moveDirection
;
private
CharacterController
characterController
;
void
Start
()
{
characterController
=
GetComponent
<
CharacterController
>();
}
// Update is called once per frame
void
Update
()
{
//moveDirection = transform.TransformDirection(-Vector3.forward) * 10f * Time.deltaTime;
moveDirection
.
z
=
-
10
*
Time
.
deltaTime
;
moveDirection
.
y
-=
9.81f
*
Time
.
deltaTime
;
characterController
.
Move
(
moveDirection
);
ballModel
.
Rotate
(-
Vector3
.
right
*
400
*
Time
.
deltaTime
);
}
private
void
OnControllerColliderHit
(
ControllerColliderHit
hit
)
{
if
(
hit
.
collider
.
tag
==
"Competitor"
)
{
hit
.
gameObject
.
GetComponent
<
AIMove
>().
Vertigo
(
VertigoTime
);
//眩晕1秒
Destroy
(
gameObject
);
}
if
(
hit
.
collider
.
tag
==
"Player"
)
{
hit
.
gameObject
.
GetComponent
<
PlayerMove
>().
Vertigo
(
VertigoTime
);
//眩晕1秒
Destroy
(
gameObject
);
}
}
}
StockRunning/Assets/My/Scripts/Prop/GiantRock.cs.meta
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c9420865
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assetBundleName:
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StockRunning/Assets/My/Scripts/Prop/Prop.cs
View file @
c9420865
...
...
@@ -2,21 +2,46 @@
using
System.Collections.Generic
;
using
UnityEngine
;
public
enum
PropType
{
Enemy_Vertigo
=
0
,
GiantRock
=
1
}
public
class
Prop
:
MonoBehaviour
{
[
Header
(
"打手"
)]
public
GameObject
enemy3AI
;
public
float
disZ
=
50
;
public
Material
Enemy_VertigoMat
;
[
Header
(
"巨石"
)]
public
GameObject
giantRockObj
;
public
Material
GiantRockMat
;
private
PropType
propType
;
void
Start
()
{
propType
=
(
PropType
)
Random
.
Range
(
0
,
2
);
//switch (Random.Range(0, 2))
//{
// case 0: propType=pro break;
// case 1:break;
// default: print("有问题。"); break;
//}
}
// Update is called once per frame
void
Update
()
{
switch
(
propType
)
{
case
PropType
.
Enemy_Vertigo
:
GetComponent
<
MeshRenderer
>().
material
=
Enemy_VertigoMat
;
break
;
case
PropType
.
GiantRock
:
GetComponent
<
MeshRenderer
>().
material
=
GiantRockMat
;
break
;
}
}
private
void
OnTriggerEnter
(
Collider
other
)
...
...
@@ -24,10 +49,12 @@ public class Prop : MonoBehaviour
disZ
=
ConfigurationFile
.
instance
.
disZ
;
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());
enemy3AI
.
transform
.
position
=
DoRanking
.
_instance
.
rankingList
[
2
].
transform
.
position
+
new
Vector3
(
0
,
0
,
disZ
);
//new Vector3(0,0, 100)
enemy3AI
.
SetActive
(
true
);
Destroy
(
gameObject
);
switch
(
propType
)
{
case
PropType
.
Enemy_Vertigo
:
ShowEnemyAI
();
break
;
case
PropType
.
GiantRock
:
ShowGiantRock
();
break
;
}
}
//else if (other.tag == "Player" && DoRanking._instance.rankingList[2] != other.gameObject)
//{
...
...
@@ -36,4 +63,19 @@ public class Prop : MonoBehaviour
// Destroy(gameObject);
//}
}
public
void
ShowEnemyAI
()
{
//print("出现打手。");
//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
,
disZ
);
//new Vector3(0,0, 100)
enemy3AI
.
SetActive
(
true
);
Destroy
(
gameObject
);
}
public
void
ShowGiantRock
()
{
//print("出现巨石。");
giantRockObj
.
SetActive
(
true
);
Destroy
(
gameObject
);
}
}
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View file @
c9420865
...
...
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