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wanqing
BoomMaster
Commits
26d68fe9
Commit
26d68fe9
authored
Mar 04, 2021
by
Yuyang
Browse files
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Browse Files
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Plain Diff
Merge remote-tracking branch 'origin/master' into YuYang
parents
0c2e5578
8f5e2173
Changes
14
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14 changed files
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29982 additions
and
4184 deletions
+29982
-4184
.suo
BoomMaster/.vs/BoomMaster/v16/.suo
+0
-0
DemoScenes.unity
BoomMaster/Assets/#A1_Scenes/DemoScenes.unity
+1
-1
PropSelectUI.cs
BoomMaster/Assets/#A2_Scripts/Battle/UI/PropSelectUI.cs
+13
-6
BombView.cs
BoomMaster/Assets/#A2_Scripts/Battle/View/BombView.cs
+99
-44
1 (1)_frags.asset
BoomMaster/Assets/#C1_Models/Asset/1 (1)_frags.asset
+17117
-0
1 (1)_frags.asset.meta
BoomMaster/Assets/#C1_Models/Asset/1 (1)_frags.asset.meta
+8
-0
Props1.prefab
BoomMaster/Assets/#C1_Models/Props/Prefab/Props1.prefab
+15
-0
Porps1_Idle.anim
BoomMaster/Assets/#C2_Animations/Porps1_Idle.anim
+1
-1
Porps2_Idle.anim
BoomMaster/Assets/#C2_Animations/Porps2_Idle.anim
+1
-1
Porps3_Idle.anim
BoomMaster/Assets/#C2_Animations/Porps3_Idle.anim
+1
-1
Props1.controller
BoomMaster/Assets/#C2_Animations/Props1.controller
+61
-3
Props2.controller
BoomMaster/Assets/#C2_Animations/Props2.controller
+93
-4
Props3.controller
BoomMaster/Assets/#C2_Animations/Props3.controller
+61
-3
Level8.prefab
BoomMaster/Assets/Res/Prefabs/Levels/Level8.prefab
+12511
-4120
No files found.
BoomMaster/.vs/BoomMaster/v16/.suo
View file @
26d68fe9
No preview for this file type
BoomMaster/Assets/#A1_Scenes/DemoScenes.unity
View file @
26d68fe9
...
@@ -166,7 +166,7 @@ MonoBehaviour:
...
@@ -166,7 +166,7 @@ MonoBehaviour:
m_Name
:
m_Name
:
m_EditorClassIdentifier
:
m_EditorClassIdentifier
:
levelPrefs
:
levelPrefs
:
-
{
fileID
:
6719220740506513315
,
guid
:
31f084bd887ce134099cf3e3a2d8fdfe
,
type
:
3
}
-
{
fileID
:
3451800651537292262
,
guid
:
31f084bd887ce134099cf3e3a2d8fdfe
,
type
:
3
}
-
{
fileID
:
5172993215029228962
,
guid
:
dea24af8619dcf749af7f9f2088520b3
,
type
:
3
}
-
{
fileID
:
5172993215029228962
,
guid
:
dea24af8619dcf749af7f9f2088520b3
,
type
:
3
}
---
!u!1
&543166196
---
!u!1
&543166196
GameObject
:
GameObject
:
...
...
BoomMaster/Assets/#A2_Scripts/Battle/UI/PropSelectUI.cs
View file @
26d68fe9
...
@@ -25,6 +25,11 @@ public class PropSelectUI : MonoBehaviour
...
@@ -25,6 +25,11 @@ public class PropSelectUI : MonoBehaviour
public
Button
m_coinButton
;
public
Button
m_coinButton
;
public
Button
m_KnifeButton
;
public
Button
m_KnifeButton
;
private
int
m_needMoneyOne
=
10
;
private
int
m_needMoneyTwo
=
40
;
private
int
m_needMoneyThree
=
80
;
private
int
m_needMoneyFour
=
100
;
//private bool m_bIsBuyOne;
//private bool m_bIsBuyOne;
//private bool m_bIsBuyTwo;
//private bool m_bIsBuyTwo;
//private bool m_bIsBuyThree;
//private bool m_bIsBuyThree;
...
@@ -43,21 +48,23 @@ public class PropSelectUI : MonoBehaviour
...
@@ -43,21 +48,23 @@ public class PropSelectUI : MonoBehaviour
//m_strengthObj.SetActive(true);
//m_strengthObj.SetActive(true);
//m_doubleObj.SetActive(true);
//m_doubleObj.SetActive(true);
//m_coinObj.SetActive(true);
//m_coinObj.SetActive(true);
//m_strengthMaskObj.SetActive(varCoin < 10);
//m_KnifeObj.SetActive(true);
//m_doubleMaskObj.SetActive(varCoin < 100);
//m_strengthMaskObj.SetActive(varCoin < m_needMoneyOne);
//m_coinMaskObj.SetActive(varCoin < 10);
//m_doubleMaskObj.SetActive(varCoin < m_needMoneyTwo);
//m_coinMaskObj.SetActive(varCoin < m_needMoneyThree);
//m_KnifeMaskObj.SetActive(varCoin < m_needMoneyFour);
//m_strengthSymbolObj.SetActive(false);
//m_strengthSymbolObj.SetActive(false);
//m_doubleSymbolObj.SetActive(false);
//m_doubleSymbolObj.SetActive(false);
//m_coinSymbolObj.SetActive(false);
//m_coinSymbolObj.SetActive(false);
//if(m_strengthButton)
//if
(m_strengthButton)
//{
//{
// m_strengthButton.enabled = varCoin >= 10;
// m_strengthButton.enabled = varCoin >= 10;
//}
//}
//if(m_doubleButton)
//if
(m_doubleButton)
//{
//{
// m_doubleButton.enabled = varCoin >= 100;
// m_doubleButton.enabled = varCoin >= 100;
//}
//}
//if(m_coinButton)
//if
(m_coinButton)
//{
//{
// m_coinButton.enabled = varCoin >= 10;
// m_coinButton.enabled = varCoin >= 10;
//}
//}
...
...
BoomMaster/Assets/#A2_Scripts/Battle/View/BombView.cs
View file @
26d68fe9
...
@@ -37,6 +37,9 @@ public class BombView : MonoBehaviour
...
@@ -37,6 +37,9 @@ public class BombView : MonoBehaviour
private
GameObject
m_curPropModelObj
;
private
GameObject
m_curPropModelObj
;
private
Animator
m_curPropAnimator
;
private
Animator
m_curPropAnimator
;
private
List
<
Vector3
>
m_pathPos
=
new
List
<
Vector3
>();
//记录滑动路径点
private
int
m_curPathIndex
=
0
;
private
bool
m_bMouseUpEnd
=
false
;
private
void
Awake
()
private
void
Awake
()
{
{
m_totalChildNum
=
m_rootTrans
.
childCount
-
1
;
m_totalChildNum
=
m_rootTrans
.
childCount
-
1
;
...
@@ -73,7 +76,7 @@ public class BombView : MonoBehaviour
...
@@ -73,7 +76,7 @@ public class BombView : MonoBehaviour
{
{
HideAllModel
();
HideAllModel
();
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop1Obj
);
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop1Obj
);
P
auseAnimator
();
P
layIdle
();
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
1
].
position
;
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
1
].
position
;
}
}
//道具2生成
//道具2生成
...
@@ -81,7 +84,7 @@ public class BombView : MonoBehaviour
...
@@ -81,7 +84,7 @@ public class BombView : MonoBehaviour
{
{
HideAllModel
();
HideAllModel
();
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop2Obj
);
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop2Obj
);
P
auseAnimator
();
P
layIdle
();
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
2
].
position
;
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
2
].
position
;
}
}
//道具3生成
//道具3生成
...
@@ -89,7 +92,7 @@ public class BombView : MonoBehaviour
...
@@ -89,7 +92,7 @@ public class BombView : MonoBehaviour
{
{
HideAllModel
();
HideAllModel
();
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop3Obj
);
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop3Obj
);
P
auseAnimator
();
P
layIdle
();
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
3
].
position
;
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
3
].
position
;
}
}
//道具4生成
//道具4生成
...
@@ -97,30 +100,30 @@ public class BombView : MonoBehaviour
...
@@ -97,30 +100,30 @@ public class BombView : MonoBehaviour
{
{
HideAllModel
();
HideAllModel
();
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop4Obj
);
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop4Obj
);
P
auseAnimator
();
P
layIdle
();
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
4
].
position
;
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
4
].
position
;
}
}
//暂停动画
void
PlayAnim
(
int
value
,
string
argName
=
"Value"
)
void
PauseAnimator
()
{
{
m_curPropAnimator
=
m_curPropModelObj
.
GetComponent
<
Animator
>();
if
(
m_curPropAnimator
.
GetInteger
(
argName
)
!=
value
)
if
(
m_curPropAnimator
)
{
{
m_curPropAnimator
.
enabled
=
false
;
m_curPropAnimator
.
SetInteger
(
argName
,
value
)
;
}
}
}
}
//播放动画
//播放待机动画
void
PlayAnimator
()
void
PlayIdle
()
{
if
(
m_curPropAnimator
)
{
{
m_curPropAnimator
.
enabled
=
true
;
m_curPropAnimator
=
m_curPropModelObj
.
GetComponent
<
Animator
>();
PlayAnim
(
0
);
}
}
if
(
m_curPropModelObj
)
//播放攻击动画
void
PlayAttackAnimator
()
{
{
m_curPropModelObj
.
SetActive
(
false
);
PlayAnim
(
1
);
m_curPropModelObj
.
SetActive
(
true
);
GameServices
.
timerServices
.
Push
(
this
,
1.0f
,
delegate
}
{
PlayIdle
();
});
}
}
//隐藏模型
//隐藏模型
...
@@ -138,9 +141,9 @@ public class BombView : MonoBehaviour
...
@@ -138,9 +141,9 @@ public class BombView : MonoBehaviour
{
{
return
;
return
;
}
}
m_curRotateAngle
=
m_cameraTrans
.
localEulerAngles
.
y
;
//
m_curRotateAngle = m_cameraTrans.localEulerAngles.y;
m_curRotateAngle
-=
dir
.
x
*
Time
.
deltaTime
*
m_rotateSpeed
;
//
m_curRotateAngle -= dir.x * Time.deltaTime* m_rotateSpeed;
m_cameraTrans
.
localRotation
=
Quaternion
.
Euler
(
0
,
m_curRotateAngle
,
0
);
//
m_cameraTrans.localRotation = Quaternion.Euler(0, m_curRotateAngle, 0);
}
}
//设置炸弹
//设置炸弹
void
SetBomb
(
RayfireBomb
go
)
void
SetBomb
(
RayfireBomb
go
)
...
@@ -171,6 +174,8 @@ public class BombView : MonoBehaviour
...
@@ -171,6 +174,8 @@ public class BombView : MonoBehaviour
// m_bombStateView.PlayBombAni();
// m_bombStateView.PlayBombAni();
//}
//}
BattleCtrl
.
instance
.
battleUI
.
OnClickBoomBtn
();
BattleCtrl
.
instance
.
battleUI
.
OnClickBoomBtn
();
PlayAttackAnimator
();
}
}
//画线
//画线
void
DrawLine
()
void
DrawLine
()
...
@@ -195,24 +200,24 @@ public class BombView : MonoBehaviour
...
@@ -195,24 +200,24 @@ public class BombView : MonoBehaviour
//开始炸
//开始炸
public
void
StartBomb
()
public
void
StartBomb
()
{
{
m_curBombEffect
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
bombEffectObj
);
//
m_curBombEffect = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.bombEffectObj);
m_curBombEffect
.
transform
.
position
=
m_curBomb
.
transform
.
position
;
//
m_curBombEffect.transform.position = m_curBomb.transform.position;
m_curBomb
?.
Explode
(
0
);
//
m_curBomb?.Explode(0);
//m_bombStateView.StartBomb();
//
//
m_bombStateView.StartBomb();
m_curBomb
.
gameObject
.
SetActive
(
false
);
//
m_curBomb.gameObject.SetActive(false);
//lineRenderer.positionCount = 0;
//
//
lineRenderer.positionCount = 0;
//回收
//
//
回收
//m_bombStateView.ClearState();
//
//
m_bombStateView.ClearState();
PoolManager
.
Instance
.
ReturnObjectToPool
(
m_curBomb
.
gameObject
);
//
PoolManager.Instance.ReturnObjectToPool(m_curBomb.gameObject);
m_curBomb
=
null
;
//
m_curBomb = null;
GameServices
.
timerServices
.
Push
(
this
,
1.0f
,
delegate
//
GameServices.timerServices.Push(this, 1.0f, delegate
{
//
{
if
(
m_curBombEffect
)
//
if(m_curBombEffect)
{
//
{
PoolManager
.
Instance
.
ReturnObjectToPool
(
m_curBombEffect
);
//
PoolManager.Instance.ReturnObjectToPool(m_curBombEffect);
m_curBombEffect
=
null
;
//
m_curBombEffect = null;
}
//
}
});
//
});
InvokeRepeating
(
"CalculateDamageNum"
,
0.3f
,
0.1f
);
InvokeRepeating
(
"CalculateDamageNum"
,
0.3f
,
0.1f
);
}
}
void
CalculateDamageNum
()
void
CalculateDamageNum
()
...
@@ -269,6 +274,58 @@ public class BombView : MonoBehaviour
...
@@ -269,6 +274,58 @@ public class BombView : MonoBehaviour
m_lstDamage
.
Clear
();
m_lstDamage
.
Clear
();
m_lstDamage
=
null
;
m_lstDamage
=
null
;
}
}
private
void
FixedUpdate
()
{
if
(!
BattleCtrl
.
instance
.
isStartBattle
)
{
return
;
}
if
(
Input
.
GetMouseButtonDown
(
0
))
{
m_bMouseUpEnd
=
false
;
m_pathPos
.
Add
(
Input
.
mousePosition
);
}
if
(
Input
.
GetMouseButton
(
0
))
{
m_pathPos
.
Add
(
Input
.
mousePosition
);
}
////if (Input.GetMouseButtonUp(0))
////{
//// m_pathPos.Add(Input.mousePosition);
//// m_bMouseUpEnd = true;
//// if(m_curPropModelObj)
//// {
//// if(m_pathPos.Count > 0)
//// {
//// Vector3 pos = Camera.main.WorldToScreenPoint(m_curPropModelObj.transform.position);//将对象坐标换成屏幕坐标
//// Vector3 mousePos = new Vector3(m_pathPos[0].x, m_pathPos[0].y, pos.z);//让鼠标的屏幕坐标与对象坐标一致
//// Vector3 modelPos = Camera.main.ScreenToWorldPoint(mousePos);
//// m_curPropModelObj.transform.position = modelPos;
//// }
//// m_curPropModelObj.SetActive(true);
//// }
////}
////if (m_bMouseUpEnd && m_curPropModelObj)
////{
//// Vector3 pos = Camera.main.WorldToScreenPoint(m_curPropModelObj.transform.position);//将对象坐标换成屏幕坐标
//// Vector3 mousePos = new Vector3(m_pathPos[m_curPathIndex].x, m_pathPos[m_curPathIndex].y, pos.z);//让鼠标的屏幕坐标与对象坐标一致
//// Vector3 modelPos = Camera.main.ScreenToWorldPoint(mousePos);
//// modelPos.x = 7.0f;
//// modelPos.y -= 2.5f;
//// //m_curPropModelObj.transform.position = modelPos;
//// m_curPropModelObj.transform.position = Vector3.Lerp(m_curPropModelObj.transform.position, modelPos, 0.2f);
//// m_curPathIndex++;
//// if(m_curPathIndex >= m_pathPos.Count)
//// {
//// m_bMouseUpEnd = false;
//// m_curPathIndex = 0;
//// m_pathPos.Clear();
//// m_curPropModelObj.SetActive(false);
//// m_curPropModelObj.transform.position = m_propStartPos[4].position;
//// }
////}
}
private
void
Update
()
private
void
Update
()
{
{
if
(!
BattleCtrl
.
instance
.
isStartBattle
||
BattleCtrl
.
instance
.
isEndBattle
if
(!
BattleCtrl
.
instance
.
isStartBattle
||
BattleCtrl
.
instance
.
isEndBattle
...
@@ -360,7 +417,7 @@ public class BombView : MonoBehaviour
...
@@ -360,7 +417,7 @@ public class BombView : MonoBehaviour
{
{
//BattleCtrl.instance.battleUI.SetSelectUIState(false);
//BattleCtrl.instance.battleUI.SetSelectUIState(false);
//一个炸弹的
//一个炸弹的
//
m_bCanBePlace = false;
m_bCanBePlace
=
false
;
//GameObject go = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.rayfireBombObj);
//GameObject go = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.rayfireBombObj);
//go.transform.position = hit.point;
//go.transform.position = hit.point;
//SetBomb(go.GetComponent<RayfireBomb>());
//SetBomb(go.GetComponent<RayfireBomb>());
...
@@ -369,9 +426,7 @@ public class BombView : MonoBehaviour
...
@@ -369,9 +426,7 @@ public class BombView : MonoBehaviour
////Vector3 varVec3 = hit.point;
////Vector3 varVec3 = hit.point;
////varVec3.x += 0.1f;
////varVec3.x += 0.1f;
////m_firstBombPos = varVec3;
////m_firstBombPos = varVec3;
//BattleCtrl.instance.battleUI.SetBomb();
BattleCtrl
.
instance
.
battleUI
.
SetBomb
();
PauseAnimator
();
PlayAnimator
();
//两个炸弹的
//两个炸弹的
//if (!m_bControlDoubleBomb)
//if (!m_bControlDoubleBomb)
//{
//{
...
...
BoomMaster/Assets/#C1_Models/Asset/1 (1)_frags.asset
0 → 100644
View file @
26d68fe9
This diff is collapsed.
Click to expand it.
BoomMaster/Assets/#C1_Models/Asset/1 (1)_frags.asset.meta
0 → 100644
View file @
26d68fe9
fileFormatVersion: 2
guid: 94d47796286e62d4299d529e2ed28317
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:
BoomMaster/Assets/#C1_Models/Props/Prefab/Props1.prefab
View file @
26d68fe9
...
@@ -11,6 +11,7 @@ GameObject:
...
@@ -11,6 +11,7 @@ GameObject:
-
component
:
{
fileID
:
3493423969444995761
}
-
component
:
{
fileID
:
3493423969444995761
}
-
component
:
{
fileID
:
1492215612310651558
}
-
component
:
{
fileID
:
1492215612310651558
}
-
component
:
{
fileID
:
7737251463091517799
}
-
component
:
{
fileID
:
7737251463091517799
}
-
component
:
{
fileID
:
1699069993848351642
}
m_Layer
:
0
m_Layer
:
0
m_Name
:
polySurface1
m_Name
:
polySurface1
m_TagString
:
Untagged
m_TagString
:
Untagged
...
@@ -81,6 +82,20 @@ MeshRenderer:
...
@@ -81,6 +82,20 @@ MeshRenderer:
m_SortingLayerID
:
0
m_SortingLayerID
:
0
m_SortingLayer
:
0
m_SortingLayer
:
0
m_SortingOrder
:
0
m_SortingOrder
:
0
---
!u!64
&1699069993848351642
MeshCollider
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
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View file @
26d68fe9
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View file @
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View file @
26d68fe9
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50
,
y
:
50
,
z
:
0
}
m_IKOnFeet
:
0
m_IKOnFeet
:
0
...
@@ -73,6 +105,31 @@ AnimatorState:
...
@@ -73,6 +105,31 @@ AnimatorState:
m_MirrorParameter
:
m_MirrorParameter
:
m_CycleOffsetParameter
:
m_CycleOffsetParameter
:
m_TimeParameter
:
m_TimeParameter
:
---
!u!1101
&3628699619961102221
AnimatorStateTransition
:
m_ObjectHideFlags
:
1
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
m_Conditions
:
-
m_ConditionMode
:
6
m_ConditionEvent
:
Value
m_EventTreshold
:
0
m_DstStateMachine
:
{
fileID
:
0
}
m_DstState
:
{
fileID
:
1249685987117816153
}
m_Solo
:
0
m_Mute
:
0
m_IsExit
:
0
serializedVersion
:
3
m_TransitionDuration
:
0.25
m_TransitionOffset
:
0
m_ExitTime
:
0.7580645
m_HasExitTime
:
1
m_HasFixedDuration
:
1
m_InterruptionSource
:
0
m_OrderedInterruption
:
1
m_CanTransitionToSelf
:
1
---
!u!1102
&4979349218807356032
---
!u!1102
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AnimatorState
:
AnimatorState
:
serializedVersion
:
5
serializedVersion
:
5
...
@@ -83,7 +140,8 @@ AnimatorState:
...
@@ -83,7 +140,8 @@ AnimatorState:
m_Name
:
Porps3_Attack
m_Name
:
Porps3_Attack
m_Speed
:
1
m_Speed
:
1
m_CycleOffset
:
0
m_CycleOffset
:
0
m_Transitions
:
[]
m_Transitions
:
-
{
fileID
:
3628699619961102221
}
m_StateMachineBehaviours
:
[]
m_StateMachineBehaviours
:
[]
m_Position
:
{
x
:
50
,
y
:
50
,
z
:
0
}
m_Position
:
{
x
:
50
,
y
:
50
,
z
:
0
}
m_IKOnFeet
:
0
m_IKOnFeet
:
0
...
...
BoomMaster/Assets/Res/Prefabs/Levels/Level8.prefab
View file @
26d68fe9
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