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