Commit e2564695 authored by czy's avatar czy

速度分6级旋转道具

parent cf8de590
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......@@ -9,21 +9,28 @@ public class AutoRotate : MonoBehaviour
//旋转速度设定,正值顺时针,负值逆时针
public int speed = 1; //旋转的速度
// Start is called before the first frame update
//public bool JumpUpAndDown = true;
void Start()
{
}
void Update ()
{
if(Spinswitch = true)
{
//按照设定的速度,开始旋转
this.transform.Rotate(Vector3.up*speed*Time.deltaTime);
}
else
{
if(Spinswitch == true)
{
//按照设定的速度,开始旋转
this.transform.Rotate(Vector3.up*speed*Time.deltaTime);
}
else
{
}
//if (JumpUpAndDown)
//{
// Vector3 delte = new Vector3(0, (Mathf.Sin(Time.time)+1)/2.0f, 0);
// this.transform.Translate(delte);
//}
}
}
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......@@ -34,6 +34,10 @@ public class AIMove : MonoBehaviour
public GameObject Model3;
[Header("特效")]
public ParticleSystem particleChange; //变身特效
//炫富特效
public ParticleSystem RunParticle;
public ParticleSystem BackParticle;
public ParticleSystem CarParticle;
private RaycastHit RHit;
......@@ -101,7 +105,7 @@ public class AIMove : MonoBehaviour
{
if (other.tag == "Gold" )
{
if(SpeedLevel < 3)
if(SpeedLevel < 6)
{
......@@ -648,22 +652,58 @@ public class AIMove : MonoBehaviour
switch (SpeedLevel)
{
case 1:
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PlayParticle();
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Model2.SetActive(false);
Model3.SetActive(false);
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CarParticle.gameObject.SetActive(false);
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PlayParticle();
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Model2.SetActive(false);
Model3.SetActive(false);
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BackParticle.gameObject.SetActive(false);
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BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
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case 4:
PlayParticle();
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Model2.SetActive(true);
Model3.SetActive(false);
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BackParticle.gameObject.SetActive(true);
CarParticle.gameObject.SetActive(false);
break;
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Model2.SetActive(false);
Model3.SetActive(true);
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BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
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Model2.SetActive(false);
Model3.SetActive(true);
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(true);
break;
}
}
......@@ -689,9 +729,9 @@ public class AIMove : MonoBehaviour
}
}
}
public void PlayParticle(ParticleSystem ps)
public void PlayParticle()
{
ParticleSystem copyParticle = Instantiate(ps, ps.transform.position, ps.transform.rotation);
ParticleSystem copyParticle = Instantiate(particleChange, particleChange.transform.position, particleChange.transform.rotation);
copyParticle.Play();
}
......
......@@ -33,6 +33,11 @@ public class PlayerMove : MonoBehaviour
public GameObject Model3;
[Header("特效")]
public ParticleSystem particleChange; //变身特效
//炫富特效
public ParticleSystem RunParticle;
public ParticleSystem BackParticle;
public ParticleSystem CarParticle;
private RaycastHit RHit;
private CharacterController characterController;
......@@ -107,7 +112,7 @@ public class PlayerMove : MonoBehaviour
{
other.gameObject.GetComponentInChildren<Gold>().PlayParticle();//吃金币特效
Destroy(other.gameObject);
if (SpeedLevel < 3)
if (SpeedLevel < 6)
{
SpeedLevel += 1;
BattleCtrl.instance.Score++;
......@@ -535,18 +540,54 @@ public class PlayerMove : MonoBehaviour
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Model2.SetActive(false);
Model3.SetActive(false);
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 2:
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Model1.SetActive(true);
Model2.SetActive(false);
Model3.SetActive(false);
RunParticle.gameObject.SetActive(true);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 3:
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Model1.SetActive(false);
Model2.SetActive(true);
Model3.SetActive(false);
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 3:
case 4:
PlayParticle();
Model1.SetActive(false);
Model2.SetActive(true);
Model3.SetActive(false);
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(true);
CarParticle.gameObject.SetActive(false);
break;
case 5:
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Model2.SetActive(false);
Model3.SetActive(true);
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 6:
PlayParticle();
Model1.SetActive(false);
Model2.SetActive(false);
Model3.SetActive(true);
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(true);
break;
}
}
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