Commit db644030 authored by czy's avatar czy

CharacterController版本1.0

parent be03f2b7
......@@ -92,7 +92,6 @@
<Compile Include="Assets\#A2_Scripts\Battle\UI\TestGestureAround.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\View\BombView.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\View\CarView.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\View\CarView2.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\View\ChainDragView.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\View\ChainRopeView.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\View\ChainView.cs" />
......@@ -262,9 +261,12 @@
<Compile Include="Assets\EasyTouchBundle\EasyTouchControls\Plugins\ETCInput.cs" />
<Compile Include="Assets\EasyTouchBundle\EasyTouchControls\Plugins\ETCJoystick.cs" />
<Compile Include="Assets\EasyTouchBundle\EasyTouchControls\Plugins\ETCTouchPad.cs" />
<Compile Include="Assets\My\AI\AIMove.cs" />
<Compile Include="Assets\My\FloorBoard.cs" />
<Compile Include="Assets\My\Gold\Gold.cs" />
<Compile Include="Assets\My\Player\PlayerMove.cs" />
<Compile Include="Assets\My\RandomEnvironment.cs" />
<Compile Include="Assets\My\TestEtc.cs" />
<Compile Include="Assets\My\Test\TestEtc.cs" />
<Compile Include="Assets\My\TriggerTurnDir.cs" />
<Compile Include="Assets\My\Wall.cs" />
<Compile Include="Assets\Ultimate Game Tools\AutomaticLOD\Scripts\AutomaticLOD.cs" />
......
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......
......@@ -109,7 +109,7 @@ public class BattleCtrl : MonoBehaviour
/// </summary>
void StartBattle()
{
print("_IsStartBattle设置为true");
//print("_IsStartBattle设置为true");
_IsStartBattle = true;
......
......@@ -42,6 +42,8 @@ public class BattleUI : MonoBehaviour
public Slider sliderScore;
public Text ScoreTex;
public Text Timer;
public Action onStartBtn;
public Action onPosUpBtn;
......@@ -86,6 +88,10 @@ public class BattleUI : MonoBehaviour
m_joystickImage = GameServices.inputService.joyStick.GetComponent<Image>();
m_thumbImage = GameServices.inputService.joyStick.thumb.GetComponent<Image>();
}
private void Update()
{
Timer.text = Time.time.ToString("F1");
}
void SetDragMode()
{
BattleCtrl.instance.levelManager.curLevel.chainView.SetDragMode(true);
......
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......@@ -6848,7 +7001,7 @@ MonoBehaviour:
allowSimulationStandalone: 0
visibleOnStandalone: 1
dPadAxisCount: 0
useFixedUpdate: 0
useFixedUpdate: 1
isOnDrag: 0
isSwipeIn: 0
isSwipeOut: 0
......@@ -6924,7 +7077,7 @@ MonoBehaviour:
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m_RotationOrder: 4
isEnertia: 0
inertia: 0
inertia: 1
inertiaThreshold: 0.08
isAutoStab: 0
autoStabThreshold: 0.01
......@@ -6952,7 +7105,7 @@ MonoBehaviour:
unityAxis: Horizontal
showGeneralInspector: 1
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showInertiaInspector: 0
showInertiaInspector: 1
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axisY:
name: VerticalLeft
......@@ -6971,7 +7124,7 @@ MonoBehaviour:
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isEnertia: 0
inertia: 0
inertia: 1
inertiaThreshold: 0.08
isAutoStab: 0
autoStabThreshold: 0.01
......@@ -6998,9 +7151,9 @@ MonoBehaviour:
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unityAxis: Vertical
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......@@ -11992,6 +12146,7 @@ MonoBehaviour:
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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using DG.Tweening.Core;
public class AIMove : MonoBehaviour
{
[Header("控制移动")]
[Tooltip("控制向前的速度。")]
public float VSpeed = 40.0f;
[Tooltip("控制左右移动的速度。(未实现)")]
public float HSpeed = 10.0f;
[Tooltip("AI移动方式")]
public MoveType moveType = MoveType.MoveType3;
[Header("地面检测")]
public Transform ray1Pos;
public Transform ray2Pos;
private RaycastHit RHit;
private CharacterController characterController;
private int SpeedLevel=1;
private bool m_bIsCanMove = true;//是否能开车
private MeshCollider[] m_targetTrans;//所有目标
private MeshCollider m_curTargetTrans;//当前抓的目标
// private Rigidbody m_rigidBody;//自身刚体
private Dictionary<MeshCollider, bool> m_dicBox = new Dictionary<MeshCollider, bool>();
private bool m_bControlStartMove = false;
private RectTransform m_thumbRT;//摇杆
private Dictionary<Rigidbody, bool> m_dicRigidDic = new Dictionary<Rigidbody, bool>();
private bool isGround1 = true;
private bool isGround2 = true;
private bool isAddSpeed = true;
private float timer = 0.0f;
// Start is called before the first frame update
void Start()
{
characterController = GetComponent<CharacterController>();
BattleCtrl.instance.turnDir += TurnDir;
//m_rigidBody = GetComponent<Rigidbody>();
GameServices.inputService.joyStick.onTouchStart.AddListener(OnTouchStart);
GameServices.inputService.joyStick.onTouchUp.AddListener(OnTouchUp);
m_thumbRT = GameServices.inputService.joyStick.thumb;
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Gold")
{
SpeedLevel += 1;
BattleCtrl.instance.Score++;
BattleCtrl.instance.updateScore?.Invoke();
Destroy(other.gameObject);
}
}
private void OnCollisionExit(Collision other)
{
if (other.collider.gameObject.CompareTag("Target"))
{
MeshCollider varBox = other.collider.gameObject.GetComponent<MeshCollider>();
//if (m_dicBox.ContainsKey(varBox))
//{
// m_dicBox[varBox] = false;
//}
}
}
//invoke旋转
void RotateInvoke()
{
CancelRotateInvoke();
InvokeRepeating("RotateTarget", 0.5f, 0.5f);
}
//取消invoke
void CancelRotateInvoke()
{
if (IsInvoking("RotateTarget"))
{
CancelInvoke("RotateTarget");
}
}
void OnTouchStart()
{
print("触碰开始。");
float varX = (Input.mousePosition.x - Screen.width / 2f) / (Screen.width / GlobalConfig.NormalWidth);
float varY = (Input.mousePosition.y - Screen.height / 2f) / (Screen.width / GlobalConfig.NormalWidth);
Vector2 varVec2 = GameServices.inputService.joyStick.gameObject.transform.localPosition;
varVec2.x = varX;
varVec2.y = varY;
GameServices.inputService.joyStick.gameObject.transform.localPosition = varVec2;//控制摇杆的位置。
Vector2 varThumb = m_thumbRT.sizeDelta;
varThumb.x = 80;
varThumb.y = 80;
m_thumbRT.sizeDelta = varThumb;
BattleCtrl.instance.battleUI.ShowJoystick();
}
// 抬起回调
void OnTouchUp()
{
print("触碰结束。");
if (!BattleCtrl.instance.isStartBattle)
{
return;
}
//m_bControlPlay = true;
BattleCtrl.instance.battleUI.SetSymbolPos(0, 0);
//----------摇杆操作
BattleCtrl.instance.battleUI.HideJoystick();
Vector2 varThumb = m_thumbRT.sizeDelta;
varThumb.x = 4000;
varThumb.y = 4000;
m_thumbRT.sizeDelta = varThumb;
}
void CancelDelayMoveHandle()
{
if (IsInvoking("DelayMoveHandle"))
{
CancelInvoke("DelayMoveHandle");
}
}
private void FixedUpdate()
{
//print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle);
//print("游戏是否结束:"+ BattleCtrl.instance.isEndBattle);
if (!BattleCtrl.instance.isStartBattle)
{
isAddSpeed = true;
return;
}
if (BattleCtrl.instance.isEndBattle)
{
isAddSpeed = true;
return;
}
//射线检测。
//Debug.DrawRay(transform.position, Vector3.down * 10f, Color.red);
RaycastHit hit;
//isGround = Physics.Raycast(transform.position, -Vector3.up, out hit,3.0f);// 可控制投射距离bool grounded = Physics.Raycast(transform.position, -Vector3.up, out hit,100.0);
isGround1 = Physics.Raycast(ray1Pos.position, -Vector3.up, out hit, 3.0f);
if (hit.collider != null)
{
RHit = hit;
}
isGround2 = Physics.Raycast(ray2Pos.position, -Vector3.up, out hit, 3.0f);
if (hit.collider != null && RHit.collider != null)
{
RHit = hit;
}
if (RHit.collider != null)
{
//print("正向:" + RHit.collider.gameObject.transform.forward.ToString());
}
if (isGround1 || isGround2)
{
//在跑道上。
timer = 0.0f;
}
else
{
print("跑出跑道。");
//m_rigidBody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
timer += Time.deltaTime; //用来记时,1.5秒后如果player的y值小于-1.0f就判定游戏失败。
if (timer >= 1.5f && transform.position.y <= -1.0f)
{
//不在跑道上,并且y<-1.0f。游戏失败
BattleCtrl.instance.OnBattleFail();
}
}
if (m_bIsCanMove && !BattleCtrl.instance.isEndBattle)
{
//AI向前跑。
characterController.SimpleMove(transform.forward * VSpeed* SpeedLevel);
//UpdateJoystick();
}
}
//摇杆控制
void UpdateJoystick()
{
print("摇杆控制左右");
switch (moveType)
{
case MoveType.MoveType1:
MoveType1(); //阻尼的形式
break;
case MoveType.MoveType2:
MoveType2(); //乱飘的形式
break;
case MoveType.MoveType3:
MoveType3(); //比较生硬的形式
break;
default:
MoveType3(); //比较生硬的形式
break;
}
//MoveType1(); //阻尼的形式
//MoveType2(); //乱飘的形式
//MoveType3(); //比较生硬的形式
}
public void MoveType1()
{
//1、rigibody的形式左右移动。
float angle = 90 * 0.01f * GameServices.inputService.joyStick.axisX.axisValue;
if (angle != 0)
{
//拖动摇杆改变速度方向
//m_rigidBody.velocity = Quaternion.Euler(0, angle, 0) * m_rigidBody.velocity;
}
else
{
//松开摇杆恢复速度方向。
if (isGround1 || isGround2)
{
//在地面上保持一定的速度。
//m_rigidBody.velocity = Vector3.Lerp(m_rigidBody.velocity, transform.forward * VSpeed, 5 * Time.deltaTime);
//m_rigidBody.velocity = transform.forward * VSpeed;
}
}
}
public void MoveType2()
{
if (isGround1 || isGround2)
{
//在地面上保持一定的速度。
//m_rigidBody.velocity = transform.forward * VSpeed;
}
//2、改变 速度和transform的方向
TurnDir(90 * 0.01f * GameServices.inputService.joyStick.axisX.axisValue);
}
public void MoveType3()
{
characterController.SimpleMove(transform.forward * VSpeed*SpeedLevel);
if (isGround1 || isGround2)
{
//在地面上才能控制移动
transform.position += transform.right * GameServices.inputService.joyStick.axisX.axisValue * HSpeed * Time.deltaTime;
}
}
/// <summary>
/// 调整速度方向为路面的正向。
/// </summary>
public void AutoSpeedDir()
{
//调整速度方向为路面的正向。
if (RHit.collider != null && RHit.collider.gameObject.transform.forward != transform.forward)
{
TurnDir(Vector3.Angle(transform.forward, RHit.collider.gameObject.transform.forward));
}
}
//返回剩余物体个数
public int GetLeftBoxNum()
{
int varIndex = 0;
if (m_targetTrans != null)
{
for (int i = 0; i < m_targetTrans.Length; i++)
{
if (m_targetTrans[i].transform.position.y >= 2.0f)
{
varIndex++;
}
}
}
return varIndex;
}
void Clicked()
{
if (m_bIsCanMove)
{
return;
}
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit = new RaycastHit();
if (Physics.Raycast(ray, out hit))
{
if (hit.collider && hit.collider.gameObject.CompareTag("Target"))
{
for (int i = 0; i < m_targetTrans.Length; i++)
{
if (string.Equals(hit.collider.name, m_targetTrans[i].name))
{
m_curTargetTrans = m_targetTrans[i];
//重置状态
CancelDelayMoveHandle();
CancelRotateInvoke();
m_curTargetTrans.GetComponent<Rigidbody>().isKinematic = false;
break;
}
}
}
}
}
void RotateTarget()
{
if (m_bIsCanMove)
{
return;
}
if (m_curTargetTrans)
{
m_curTargetTrans.transform.Rotate(transform.up, 90.0f);
}
}
public void TurnDir(float angle)
{
transform.localEulerAngles += new Vector3(0, angle, 0);
//m_rigidBody.velocity
//Vector3 newVec = Quaternion.AngleAxis(angle, axis) * oriVec;
//m_rigidBody.velocity = Quaternion.Euler(0, angle, 0) * m_rigidBody.velocity;
}
private void OnDestroy()
{
m_targetTrans = null;
m_curTargetTrans = null;
CancelDelayMoveHandle();
CancelRotateInvoke();
BattleCtrl.instance.turnDir -= TurnDir;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Gold : MonoBehaviour
{
//private void OnTriggerEnter(Collider other)
//{
// if (other.tag=="Player")
// {
// BattleCtrl.instance.Score++;
// BattleCtrl.instance.updateScore?.Invoke();
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// }
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......@@ -3,20 +3,33 @@ using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using DG.Tweening.Core;
public class CarView2 : MonoBehaviour
public enum MoveType
{
[Tooltip("控制向前的速度,点击开始按钮时影响一次。")]
public float VSpeed = 10.0f;
MoveType1=1,
MoveType2=2,
MoveType3=3
}
public class PlayerMove : MonoBehaviour
{
[Header("控制移动")]
[Tooltip("控制向前的速度。")]
public float VSpeed = 40.0f;
[Tooltip("控制左右移动的速度。")]
public float HSpeed = 10.0f;
[Tooltip("主角移动方式")]
public MoveType moveType= MoveType.MoveType3;
[Header("地面检测")]
public Transform ray1Pos;
public Transform ray2Pos;
private RaycastHit RHit;
private CharacterController characterController;
private int SpeedLevel=1;
private bool m_bIsCanMove = true;//是否能开车
private MeshCollider[] m_targetTrans;//所有目标
private MeshCollider m_curTargetTrans;//当前抓的目标
private Rigidbody m_rigidBody;//自身刚体
// private Rigidbody m_rigidBody;//自身刚体
private Dictionary<MeshCollider, bool> m_dicBox = new Dictionary<MeshCollider, bool>();
private bool m_bControlStartMove = false;
......@@ -25,12 +38,16 @@ public class CarView2 : MonoBehaviour
private bool isGround1 = true;
private bool isGround2 = true;
private bool isAddSpeed = true;
private float timer = 0.0f;
// Start is called before the first frame update
void Start()
{
characterController = GetComponent<CharacterController>();
BattleCtrl.instance.turnDir += TurnDir;
m_rigidBody = GetComponent<Rigidbody>();
//m_rigidBody = GetComponent<Rigidbody>();
......@@ -40,38 +57,20 @@ public class CarView2 : MonoBehaviour
}
private void OnCollisionEnter(Collision other)
private void OnTriggerEnter(Collider other)
{
print("发生碰撞");
if (other.collider.gameObject.CompareTag("Egg"))
if (other.tag == "Gold")
{
SpeedLevel += 1;
BattleCtrl.instance.Score++;
BattleCtrl.instance.updateScore?.Invoke();
Destroy(other.gameObject);
//Rigidbody varBody = other.collider.transform.parent.GetComponent<Rigidbody>();
//if (varBody && m_dicRigidDic.ContainsKey(varBody) && m_dicRigidDic[varBody])
//{
// m_dicRigidDic[varBody] = false;
// Transform varTrans = other.collider.transform.parent;
// BattleCtrl.instance.Score++;
// BattleCtrl.instance.updateScore?.Invoke();
//}
}
}
private void OnCollisionExit(Collision other)
{
if (other.collider.gameObject.CompareTag("Target"))
{
MeshCollider varBox = other.collider.gameObject.GetComponent<MeshCollider>();
//if (m_dicBox.ContainsKey(varBox))
//{
// m_dicBox[varBox] = false;
//}
}
}
//invoke旋转
void RotateInvoke()
{
CancelRotateInvoke();
......@@ -121,6 +120,7 @@ public class CarView2 : MonoBehaviour
varThumb.y = 4000;
m_thumbRT.sizeDelta = varThumb;
}
void CancelDelayMoveHandle()
{
if (IsInvoking("DelayMoveHandle"))
......@@ -128,38 +128,13 @@ public class CarView2 : MonoBehaviour
CancelInvoke("DelayMoveHandle");
}
}
//延时判断是否可以移动处理
private void DelayMoveHandle()
{
int varIndex = 0;
if (!m_bIsCanMove)
{
for (int i = 0; i < m_targetTrans.Length; i++)
{
Rigidbody varBody = m_targetTrans[i].GetComponent<Rigidbody>();
if (varBody)
{
varBody.isKinematic = true;
}
}
if (m_targetTrans != null)
{
for (int i = 0; i < m_targetTrans.Length; i++)
{
if (m_targetTrans[i].transform.position.y >= 2.2f)
{
varIndex++;
}
}
}
}
}
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);
if (!BattleCtrl.instance.isStartBattle)
{
isAddSpeed = true;
......@@ -170,28 +145,43 @@ public class CarView2 : MonoBehaviour
isAddSpeed = true;
return;
}
if (BattleCtrl.instance.isStartBattle && isAddSpeed)
{
//初始化一次速度。
m_rigidBody.velocity = transform.forward * VSpeed;
isAddSpeed = false;
}
//射线检测。
//Debug.DrawRay(transform.position, Vector3.down * 10f, Color.red);
RaycastHit hit;
//isGround = Physics.Raycast(transform.position, -Vector3.up, out hit,3.0f);// 可控制投射距离bool grounded = Physics.Raycast(transform.position, -Vector3.up, out hit,100.0);
isGround1 = Physics.Raycast(ray1Pos.position, -Vector3.up, out hit, 3.0f);
if (hit.collider!=null)
{
RHit = hit;
}
isGround2 = Physics.Raycast(ray2Pos.position, -Vector3.up, out hit, 3.0f);
if (hit.collider != null&& RHit.collider!=null)
{
RHit = hit;
}
if (RHit.collider != null)
{
//print("正向:" + RHit.collider.gameObject.transform.forward.ToString());
}
if (isGround1||isGround2)
{
//在跑道上。
timer = 0.0f;
}
else
{
print("跑出跑道。");
m_rigidBody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
BattleCtrl.instance.OnBattleFail();//游戏失败
//m_rigidBody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
timer += Time.deltaTime; //用来记时,1.5秒后如果player的y值小于-1.0f就判定游戏失败。
if (timer >= 1.5f && transform.position.y <= -1.0f)
{
//不在跑道上,并且y<-1.0f。游戏失败
BattleCtrl.instance.OnBattleFail();
}
}
if (m_bIsCanMove && !BattleCtrl.instance.isEndBattle)
......@@ -205,10 +195,27 @@ public class CarView2 : MonoBehaviour
void UpdateJoystick()
{
print("摇杆控制左右");
switch (moveType)
{
case MoveType.MoveType1:
MoveType1(); //阻尼的形式
break;
case MoveType.MoveType2:
MoveType2(); //乱飘的形式
break;
case MoveType.MoveType3:
MoveType3(); //比较生硬的形式
break;
default:
MoveType3(); //比较生硬的形式
break;
}
//MoveType1(); //阻尼的形式
//MoveType2(); //乱飘的形式
MoveType3(); //比较生硬的形式
//MoveType3(); //比较生硬的形式
}
public void MoveType1()
{
//1、rigibody的形式左右移动。
......@@ -216,27 +223,55 @@ public class CarView2 : MonoBehaviour
if (angle != 0)
{
//拖动摇杆改变速度方向
m_rigidBody.velocity = Quaternion.Euler(0, angle, 0) * m_rigidBody.velocity;
//m_rigidBody.velocity = Quaternion.Euler(0, angle, 0) * m_rigidBody.velocity;
}
else
{
//松开摇杆恢复速度方向。
m_rigidBody.velocity=Vector3.Lerp(m_rigidBody.velocity, transform.forward * VSpeed, 5*Time.deltaTime);
//m_rigidBody.velocity = transform.forward * VSpeed;
if (isGround1 || isGround2)
{
//在地面上保持一定的速度。
//m_rigidBody.velocity = Vector3.Lerp(m_rigidBody.velocity, transform.forward * VSpeed, 5 * Time.deltaTime);
//m_rigidBody.velocity = transform.forward * VSpeed;
}
}
}
public void MoveType2()
{
if(isGround1|| isGround2)
{
//在地面上保持一定的速度。
//m_rigidBody.velocity = transform.forward * VSpeed;
}
//2、改变 速度和transform的方向
TurnDir(90 * 0.01f * GameServices.inputService.joyStick.axisX.axisValue);
}
public void MoveType3()
{
//3在FixedUpdate()中更新解决物体抖动问题。
transform.position += transform.right * GameServices.inputService.joyStick.axisX.axisValue * HSpeed * Time.deltaTime;
characterController.SimpleMove(transform.forward * VSpeed* SpeedLevel);
if (isGround1 || isGround2)
{
//在地面上才能控制移动
transform.position += transform.right * GameServices.inputService.joyStick.axisX.axisValue * HSpeed * Time.deltaTime;
}
}
/// <summary>
/// 调整速度方向为路面的正向。
/// </summary>
public void AutoSpeedDir()
{
//调整速度方向为路面的正向。
if (RHit.collider != null && RHit.collider.gameObject.transform.forward != transform.forward)
{
TurnDir(Vector3.Angle(transform.forward, RHit.collider.gameObject.transform.forward));
}
}
//返回剩余物体个数
......@@ -305,10 +340,11 @@ public class CarView2 : MonoBehaviour
transform.localEulerAngles += new Vector3(0, angle, 0);
//m_rigidBody.velocity
//Vector3 newVec = Quaternion.AngleAxis(angle, axis) * oriVec;
m_rigidBody.velocity = Quaternion.Euler(0, angle, 0) * m_rigidBody.velocity;
//m_rigidBody.velocity = Quaternion.Euler(0, angle, 0) * m_rigidBody.velocity;
}
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{
m_targetTrans = null;
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isSwipeIn: 0
isSwipeOut: 0
showPSInspector: 1
showSpriteInspector: 1
showEventInspector: 0
showBehaviourInspector: 0
showAxesInspector: 0
showTouchEventInspector: 0
showDownEventInspector: 0
showPressEventInspector: 0
showCameraInspector: 0
onMoveStart:
m_PersistentCalls:
m_Calls: []
onMove:
m_PersistentCalls:
m_Calls: []
onMoveSpeed:
m_PersistentCalls:
m_Calls: []
onMoveEnd:
m_PersistentCalls:
m_Calls: []
onTouchStart:
m_PersistentCalls:
m_Calls: []
onTouchUp:
m_PersistentCalls:
m_Calls: []
OnDownUp:
m_PersistentCalls:
m_Calls: []
OnDownDown:
m_PersistentCalls:
m_Calls: []
OnDownLeft:
m_PersistentCalls:
m_Calls: []
OnDownRight:
m_PersistentCalls:
m_Calls: []
OnPressUp:
m_PersistentCalls:
m_Calls: []
OnPressDown:
m_PersistentCalls:
m_Calls: []
OnPressLeft:
m_PersistentCalls:
m_Calls: []
OnPressRight:
m_PersistentCalls:
m_Calls: []
axisX:
name: Horizontal
autoLinkTagPlayer: 0
autoTag: Player
player: {fileID: 0}
enable: 1
invertedAxis: 0
speed: 1
deadValue: 0.1
valueMethod: 0
curveValue:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
isEnertia: 0
inertia: 0
inertiaThreshold: 0.08
isAutoStab: 0
autoStabThreshold: 0.01
autoStabSpeed: 10
isClampRotation: 0
maxAngle: 90
minAngle: 90
isValueOverTime: 0
overTimeStep: 1
maxOverTimeValue: 1
axisValue: 0
axisSpeedValue: 0
axisThreshold: 0.5
isLockinJump: 0
axisState: 0
_directTransform: {fileID: 0}
directAction: 0
axisInfluenced: 0
actionOn: 1
directCharacterController: {fileID: 0}
directRigidBody: {fileID: 0}
gravity: 0
currentGravity: 0
isJump: 0
unityAxis: Horizontal
showGeneralInspector: 0
showDirectInspector: 0
showInertiaInspector: 0
showSimulatinInspector: 0
axisY:
name: Vertical
autoLinkTagPlayer: 0
autoTag: Player
player: {fileID: 0}
enable: 1
invertedAxis: 0
speed: 1
deadValue: 0.1
valueMethod: 0
curveValue:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
isEnertia: 0
inertia: 0
inertiaThreshold: 0.08
isAutoStab: 0
autoStabThreshold: 0.01
autoStabSpeed: 10
isClampRotation: 0
maxAngle: 90
minAngle: 90
isValueOverTime: 0
overTimeStep: 1
maxOverTimeValue: 1
axisValue: 0
axisSpeedValue: 0
axisThreshold: 0.5
isLockinJump: 0
axisState: 0
_directTransform: {fileID: 0}
directAction: 0
axisInfluenced: 0
actionOn: 1
directCharacterController: {fileID: 0}
directRigidBody: {fileID: 0}
gravity: 0
currentGravity: 0
isJump: 0
unityAxis: Vertical
showGeneralInspector: 0
showDirectInspector: 0
showInertiaInspector: 0
showSimulatinInspector: 0
isDPI: 0
--- !u!1 &1526102705
GameObject:
m_ObjectHideFlags: 0
......
......@@ -8,8 +8,9 @@ public class TestEtc : MonoBehaviour
// Start is called before the first frame update
void Start()
{
//ETCInput.GetControlTouchPad("TouchPad1").onMove.AddListener(onMove);
ETCInput.GetControlTouchPad("TouchPad1").onMoveSpeed.AddListener(onMoveSpeed);
ETCInput.GetControlTouchPad("TouchPad1").onMove.AddListener(onMove);
//ETCInput.GetControlTouchPad("TouchPad1").onMoveSpeed.AddListener(onMoveSpeed);
}
......@@ -18,19 +19,23 @@ public class TestEtc : MonoBehaviour
{
//print(ETCInput.GetAxis("TouchPadHorizontal"));
//target.Translate(new Vector3(0, 0, 2*Time.deltaTime));
target.GetComponent<CharacterController>().Move(new Vector3(0, 0, 2 * Time.deltaTime));
//CollisionFlags cf= target.GetComponent<CharacterController>().Move(new Vector3(0, 0, 2 * Time.deltaTime));
//print(cf.ToString());
bool isGround=target.GetComponent<CharacterController>().SimpleMove(new Vector3(0, 0, 2));
print("是否在地面:"+ isGround);
}
//public void onMove(Vector2 aa)
//{
// //print("OnMove:"+aa.ToString());
// //target.Translate(new Vector3(aa.x,aa.y,0));
//}
public void onMove(Vector2 aa)
{
target.GetComponent<CharacterController>().SimpleMove(new Vector3(aa.x, 0, 0));
}
public void onMoveSpeed(Vector2 aa)
{
//print("onMoveSpeed:" + aa.ToString());
//target.Translate( new Vector3(aa.x,0, 0));
target.GetComponent<CharacterController>().Move(new Vector3(aa.x, 0,0));
//target.GetComponent<CharacterController>().Move(new Vector3(aa.x, 0,0));
target.GetComponent<CharacterController>().SimpleMove(new Vector3(aa.x*10.0f, 0, 0));
}
public void Show(string aa)
{
......
......@@ -19,7 +19,7 @@ public class TriggerTurnDir : MonoBehaviour
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Player" && other.name== "TurnDirCollider")
if (other.tag == "Player" )
{
print("变化"+turnAngle+"度");
BattleCtrl.instance.turnDir?.Invoke(turnAngle);
......
......@@ -9,10 +9,11 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 804694910378826939}
- component: {fileID: 3214120346423666526}
- component: {fileID: 2201797878330323258}
- component: {fileID: 609213534401771201}
m_Layer: 0
m_Name: Egg
m_TagString: Egg
m_Name: Gold1
m_TagString: Gold
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
......@@ -33,22 +34,31 @@ Transform:
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0.75900006, y: 0, z: 0}
--- !u!54 &3214120346423666526
Rigidbody:
--- !u!114 &2201797878330323258
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 804694910378826938}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 0b6122de87679854eb2212330a8efaaf, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!135 &609213534401771201
SphereCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 804694910378826938}
m_Material: {fileID: 0}
m_IsTrigger: 1
m_Enabled: 1
serializedVersion: 2
m_Mass: 1
m_Drag: 0
m_AngularDrag: 0.05
m_UseGravity: 0
m_IsKinematic: 0
m_Interpolate: 0
m_Constraints: 0
m_CollisionDetection: 0
m_Radius: 0.42
m_Center: {x: 0, y: 0.24, z: 0}
--- !u!64 &2227981512111987852
MeshCollider:
m_ObjectHideFlags: 0
......@@ -58,7 +68,7 @@ MeshCollider:
m_GameObject: {fileID: 8650065609645589432}
m_Material: {fileID: 0}
m_IsTrigger: 0
m_Enabled: 1
m_Enabled: 0
serializedVersion: 4
m_Convex: 1
m_CookingOptions: 30
......@@ -72,7 +82,7 @@ MeshCollider:
m_GameObject: {fileID: 8650065610918094599}
m_Material: {fileID: 0}
m_IsTrigger: 0
m_Enabled: 1
m_Enabled: 0
serializedVersion: 4
m_Convex: 1
m_CookingOptions: 30
......@@ -152,7 +162,7 @@ PrefabInstance:
- target: {fileID: -927199367670048503, guid: 57d35467d1e4fe342bf6d78f402ace73,
type: 3}
propertyPath: m_TagString
value: Egg
value: Untagged
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 57d35467d1e4fe342bf6d78f402ace73, type: 3}
......@@ -243,7 +253,7 @@ PrefabInstance:
- target: {fileID: -927199367670048503, guid: 2f966a98e51e2824b9e5ee4af73def99,
type: 3}
propertyPath: m_TagString
value: Egg
value: Untagged
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 2f966a98e51e2824b9e5ee4af73def99, type: 3}
......
......@@ -8,6 +8,9 @@ TagManager:
- Target
- soldier
- Egg
- AI
- Competitor
- Gold
layers:
- Default
- TransparentFX
......
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