Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Submit feedback
Contribute to GitLab
Sign in / Register
Toggle navigation
B
BoomMaster
Project
Project
Details
Activity
Releases
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wanqing
BoomMaster
Commits
8f5e2173
Commit
8f5e2173
authored
Mar 04, 2021
by
wanqing
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
修改动画,场景
parent
416a72f8
Changes
14
Expand all
Hide whitespace changes
Inline
Side-by-side
Showing
14 changed files
with
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 @
8f5e2173
No preview for this file type
BoomMaster/Assets/#A1_Scenes/DemoScenes.unity
View file @
8f5e2173
...
...
@@ -166,7 +166,7 @@ MonoBehaviour:
m_Name
:
m_EditorClassIdentifier
:
levelPrefs
:
-
{
fileID
:
6719220740506513315
,
guid
:
31f084bd887ce134099cf3e3a2d8fdfe
,
type
:
3
}
-
{
fileID
:
3451800651537292262
,
guid
:
31f084bd887ce134099cf3e3a2d8fdfe
,
type
:
3
}
-
{
fileID
:
5172993215029228962
,
guid
:
dea24af8619dcf749af7f9f2088520b3
,
type
:
3
}
---
!u!1
&543166196
GameObject
:
...
...
BoomMaster/Assets/#A2_Scripts/Battle/UI/PropSelectUI.cs
View file @
8f5e2173
...
...
@@ -25,6 +25,11 @@ public class PropSelectUI : MonoBehaviour
public
Button
m_coinButton
;
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_bIsBuyTwo;
//private bool m_bIsBuyThree;
...
...
@@ -43,21 +48,23 @@ public class PropSelectUI : MonoBehaviour
//m_strengthObj.SetActive(true);
//m_doubleObj.SetActive(true);
//m_coinObj.SetActive(true);
//m_strengthMaskObj.SetActive(varCoin < 10);
//m_doubleMaskObj.SetActive(varCoin < 100);
//m_coinMaskObj.SetActive(varCoin < 10);
//m_KnifeObj.SetActive(true);
//m_strengthMaskObj.SetActive(varCoin < m_needMoneyOne);
//m_doubleMaskObj.SetActive(varCoin < m_needMoneyTwo);
//m_coinMaskObj.SetActive(varCoin < m_needMoneyThree);
//m_KnifeMaskObj.SetActive(varCoin < m_needMoneyFour);
//m_strengthSymbolObj.SetActive(false);
//m_doubleSymbolObj.SetActive(false);
//m_coinSymbolObj.SetActive(false);
//if(m_strengthButton)
//if
(m_strengthButton)
//{
// m_strengthButton.enabled = varCoin >= 10;
//}
//if(m_doubleButton)
//if
(m_doubleButton)
//{
// m_doubleButton.enabled = varCoin >= 100;
//}
//if(m_coinButton)
//if
(m_coinButton)
//{
// m_coinButton.enabled = varCoin >= 10;
//}
...
...
BoomMaster/Assets/#A2_Scripts/Battle/View/BombView.cs
View file @
8f5e2173
...
...
@@ -37,6 +37,9 @@ public class BombView : MonoBehaviour
private
GameObject
m_curPropModelObj
;
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
()
{
m_totalChildNum
=
m_rootTrans
.
childCount
-
1
;
...
...
@@ -73,7 +76,7 @@ public class BombView : MonoBehaviour
{
HideAllModel
();
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop1Obj
);
P
auseAnimator
();
P
layIdle
();
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
1
].
position
;
}
//道具2生成
...
...
@@ -81,7 +84,7 @@ public class BombView : MonoBehaviour
{
HideAllModel
();
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop2Obj
);
P
auseAnimator
();
P
layIdle
();
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
2
].
position
;
}
//道具3生成
...
...
@@ -89,7 +92,7 @@ public class BombView : MonoBehaviour
{
HideAllModel
();
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop3Obj
);
P
auseAnimator
();
P
layIdle
();
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
3
].
position
;
}
//道具4生成
...
...
@@ -97,30 +100,30 @@ public class BombView : MonoBehaviour
{
HideAllModel
();
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop4Obj
);
P
auseAnimator
();
P
layIdle
();
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
4
].
position
;
}
//暂停动画
void
PauseAnimator
()
void
PlayAnim
(
int
value
,
string
argName
=
"Value"
)
{
m_curPropAnimator
=
m_curPropModelObj
.
GetComponent
<
Animator
>();
if
(
m_curPropAnimator
)
if
(
m_curPropAnimator
.
GetInteger
(
argName
)
!=
value
)
{
m_curPropAnimator
.
enabled
=
false
;
m_curPropAnimator
.
SetInteger
(
argName
,
value
)
;
}
}
//播放动画
void
Play
Animator
()
//播放
待机
动画
void
Play
Idle
()
{
if
(
m_curPropAnimator
)
{
m_curPropAnimator
.
enabled
=
true
;
}
if
(
m_curPropModelObj
)
m_curPropAnimator
=
m_curPropModelObj
.
GetComponent
<
Animator
>();
PlayAnim
(
0
);
}
//播放攻击动画
void
PlayAttackAnimator
()
{
PlayAnim
(
1
);
GameServices
.
timerServices
.
Push
(
this
,
1.0f
,
delegate
{
m_curPropModelObj
.
SetActive
(
false
);
m_curPropModelObj
.
SetActive
(
true
);
}
PlayIdle
();
});
}
//隐藏模型
...
...
@@ -138,9 +141,9 @@ public class BombView : MonoBehaviour
{
return
;
}
m_curRotateAngle
=
m_cameraTrans
.
localEulerAngles
.
y
;
m_curRotateAngle
-=
dir
.
x
*
Time
.
deltaTime
*
m_rotateSpeed
;
m_cameraTrans
.
localRotation
=
Quaternion
.
Euler
(
0
,
m_curRotateAngle
,
0
);
//
m_curRotateAngle = m_cameraTrans.localEulerAngles.y;
//
m_curRotateAngle -= dir.x * Time.deltaTime* m_rotateSpeed;
//
m_cameraTrans.localRotation = Quaternion.Euler(0, m_curRotateAngle, 0);
}
//设置炸弹
void
SetBomb
(
RayfireBomb
go
)
...
...
@@ -171,6 +174,8 @@ public class BombView : MonoBehaviour
// m_bombStateView.PlayBombAni();
//}
BattleCtrl
.
instance
.
battleUI
.
OnClickBoomBtn
();
PlayAttackAnimator
();
}
//画线
void
DrawLine
()
...
...
@@ -195,24 +200,24 @@ public class BombView : MonoBehaviour
//开始炸
public
void
StartBomb
()
{
m_curBombEffect
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
bombEffectObj
);
m_curBombEffect
.
transform
.
position
=
m_curBomb
.
transform
.
position
;
m_curBomb
?.
Explode
(
0
);
//m_bombStateView.StartBomb();
m_curBomb
.
gameObject
.
SetActive
(
false
);
//lineRenderer.positionCount = 0;
//回收
//m_bombStateView.ClearState();
PoolManager
.
Instance
.
ReturnObjectToPool
(
m_curBomb
.
gameObject
);
m_curBomb
=
null
;
GameServices
.
timerServices
.
Push
(
this
,
1.0f
,
delegate
{
if
(
m_curBombEffect
)
{
PoolManager
.
Instance
.
ReturnObjectToPool
(
m_curBombEffect
);
m_curBombEffect
=
null
;
}
});
//
m_curBombEffect = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.bombEffectObj);
//
m_curBombEffect.transform.position = m_curBomb.transform.position;
//
m_curBomb?.Explode(0);
//
//
m_bombStateView.StartBomb();
//
m_curBomb.gameObject.SetActive(false);
//
//
lineRenderer.positionCount = 0;
//
//
回收
//
//
m_bombStateView.ClearState();
//
PoolManager.Instance.ReturnObjectToPool(m_curBomb.gameObject);
//
m_curBomb = null;
//
GameServices.timerServices.Push(this, 1.0f, delegate
//
{
//
if(m_curBombEffect)
//
{
//
PoolManager.Instance.ReturnObjectToPool(m_curBombEffect);
//
m_curBombEffect = null;
//
}
//
});
InvokeRepeating
(
"CalculateDamageNum"
,
0.3f
,
0.1f
);
}
void
CalculateDamageNum
()
...
...
@@ -269,6 +274,58 @@ public class BombView : MonoBehaviour
m_lstDamage
.
Clear
();
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
()
{
if
(!
BattleCtrl
.
instance
.
isStartBattle
||
BattleCtrl
.
instance
.
isEndBattle
...
...
@@ -360,7 +417,7 @@ public class BombView : MonoBehaviour
{
//BattleCtrl.instance.battleUI.SetSelectUIState(false);
//一个炸弹的
//
m_bCanBePlace = false;
m_bCanBePlace
=
false
;
//GameObject go = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.rayfireBombObj);
//go.transform.position = hit.point;
//SetBomb(go.GetComponent<RayfireBomb>());
...
...
@@ -369,9 +426,7 @@ public class BombView : MonoBehaviour
////Vector3 varVec3 = hit.point;
////varVec3.x += 0.1f;
////m_firstBombPos = varVec3;
//BattleCtrl.instance.battleUI.SetBomb();
PauseAnimator
();
PlayAnimator
();
BattleCtrl
.
instance
.
battleUI
.
SetBomb
();
//两个炸弹的
//if (!m_bControlDoubleBomb)
//{
...
...
BoomMaster/Assets/#C1_Models/Asset/1 (1)_frags.asset
0 → 100644
View file @
8f5e2173
This diff is collapsed.
Click to expand it.
BoomMaster/Assets/#C1_Models/Asset/1 (1)_frags.asset.meta
0 → 100644
View file @
8f5e2173
fileFormatVersion: 2
guid: 94d47796286e62d4299d529e2ed28317
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:
BoomMaster/Assets/#C1_Models/Props/Prefab/Props1.prefab
View file @
8f5e2173
...
...
@@ -11,6 +11,7 @@ GameObject:
-
component
:
{
fileID
:
3493423969444995761
}
-
component
:
{
fileID
:
1492215612310651558
}
-
component
:
{
fileID
:
7737251463091517799
}
-
component
:
{
fileID
:
1699069993848351642
}
m_Layer
:
0
m_Name
:
polySurface1
m_TagString
:
Untagged
...
...
@@ -81,6 +82,20 @@ MeshRenderer:
m_SortingLayerID
:
0
m_SortingLayer
:
0
m_SortingOrder
:
0
---
!u!64
&1699069993848351642
MeshCollider
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
754598918670636719
}
m_Material
:
{
fileID
:
0
}
m_IsTrigger
:
0
m_Enabled
:
1
serializedVersion
:
4
m_Convex
:
0
m_CookingOptions
:
30
m_Mesh
:
{
fileID
:
6329158148709259305
,
guid
:
f471392cd912cb94b85edb67078b50f6
,
type
:
3
}
---
!u!1
&3353035527655580811
GameObject
:
m_ObjectHideFlags
:
0
...
...
BoomMaster/Assets/#C2_Animations/Porps1_Idle.anim
View file @
8f5e2173
...
...
@@ -141,7 +141,7 @@ AnimationClip:
m_Level
:
0
m_CycleOffset
:
0
m_HasAdditiveReferencePose
:
0
m_LoopTime
:
0
m_LoopTime
:
1
m_LoopBlend
:
0
m_LoopBlendOrientation
:
0
m_LoopBlendPositionY
:
0
...
...
BoomMaster/Assets/#C2_Animations/Porps2_Idle.anim
View file @
8f5e2173
...
...
@@ -100,7 +100,7 @@ AnimationClip:
m_Level
:
0
m_CycleOffset
:
0
m_HasAdditiveReferencePose
:
0
m_LoopTime
:
0
m_LoopTime
:
1
m_LoopBlend
:
0
m_LoopBlendOrientation
:
0
m_LoopBlendPositionY
:
0
...
...
BoomMaster/Assets/#C2_Animations/Porps3_Idle.anim
View file @
8f5e2173
...
...
@@ -100,7 +100,7 @@ AnimationClip:
m_Level
:
0
m_CycleOffset
:
0
m_HasAdditiveReferencePose
:
0
m_LoopTime
:
0
m_LoopTime
:
1
m_LoopBlend
:
0
m_LoopBlendOrientation
:
0
m_LoopBlendPositionY
:
0
...
...
BoomMaster/Assets/#C2_Animations/Props1.controller
View file @
8f5e2173
...
...
@@ -10,7 +10,8 @@ AnimatorState:
m_Name
:
Porps1_Idle
m_Speed
:
1
m_CycleOffset
:
0
m_Transitions
:
[]
m_Transitions
:
-
{
fileID
:
6948012836178243222
}
m_StateMachineBehaviours
:
[]
m_Position
:
{
x
:
50
,
y
:
50
,
z
:
0
}
m_IKOnFeet
:
0
...
...
@@ -34,7 +35,13 @@ AnimatorController:
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
Props1
serializedVersion
:
5
m_AnimatorParameters
:
[]
m_AnimatorParameters
:
-
m_Name
:
Value
m_Type
:
3
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
9100000
}
m_AnimatorLayers
:
-
serializedVersion
:
5
m_Name
:
Base Layer
...
...
@@ -48,6 +55,31 @@ AnimatorController:
m_IKPass
:
0
m_SyncedLayerAffectsTiming
:
0
m_Controller
:
{
fileID
:
9100000
}
---
!u!1101
&6134554771990712325
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
:
-3192207249383302874
}
m_Solo
:
0
m_Mute
:
0
m_IsExit
:
0
serializedVersion
:
3
m_TransitionDuration
:
0.25
m_TransitionOffset
:
0
m_ExitTime
:
0.75
m_HasExitTime
:
1
m_HasFixedDuration
:
1
m_InterruptionSource
:
0
m_OrderedInterruption
:
1
m_CanTransitionToSelf
:
1
---
!u!1102
&6730958153914027838
AnimatorState
:
serializedVersion
:
5
...
...
@@ -58,7 +90,8 @@ AnimatorState:
m_Name
:
Porps1_Attack
m_Speed
:
1
m_CycleOffset
:
0
m_Transitions
:
[]
m_Transitions
:
-
{
fileID
:
6134554771990712325
}
m_StateMachineBehaviours
:
[]
m_Position
:
{
x
:
50
,
y
:
50
,
z
:
0
}
m_IKOnFeet
:
0
...
...
@@ -74,6 +107,31 @@ AnimatorState:
m_MirrorParameter
:
m_CycleOffsetParameter
:
m_TimeParameter
:
---
!u!1101
&6948012836178243222
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
:
1
m_DstStateMachine
:
{
fileID
:
0
}
m_DstState
:
{
fileID
:
6730958153914027838
}
m_Solo
:
0
m_Mute
:
0
m_IsExit
:
0
serializedVersion
:
3
m_TransitionDuration
:
0.25
m_TransitionOffset
:
0
m_ExitTime
:
0.75
m_HasExitTime
:
1
m_HasFixedDuration
:
1
m_InterruptionSource
:
0
m_OrderedInterruption
:
1
m_CanTransitionToSelf
:
1
---
!u!1107
&8519655877581282680
AnimatorStateMachine
:
serializedVersion
:
5
...
...
BoomMaster/Assets/#C2_Animations/Props2.controller
View file @
8f5e2173
%YAML
1.1
%TAG
!u!
tag:unity3d.com,2011:
---
!u!1101
&-5049296235152015874
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
:
1
m_DstStateMachine
:
{
fileID
:
0
}
m_DstState
:
{
fileID
:
-2052713961857118699
}
m_Solo
:
0
m_Mute
:
0
m_IsExit
:
0
serializedVersion
:
3
m_TransitionDuration
:
0.25
m_TransitionOffset
:
0
m_ExitTime
:
0.95
m_HasExitTime
:
1
m_HasFixedDuration
:
1
m_InterruptionSource
:
0
m_OrderedInterruption
:
1
m_CanTransitionToSelf
:
1
---
!u!1102
&-2052713961857118699
AnimatorState
:
serializedVersion
:
5
...
...
@@ -10,7 +35,8 @@ AnimatorState:
m_Name
:
Porps2_Attack
m_Speed
:
1
m_CycleOffset
:
0
m_Transitions
:
[]
m_Transitions
:
-
{
fileID
:
-1910028426042056281
}
m_StateMachineBehaviours
:
[]
m_Position
:
{
x
:
50
,
y
:
50
,
z
:
0
}
m_IKOnFeet
:
0
...
...
@@ -26,6 +52,31 @@ AnimatorState:
m_MirrorParameter
:
m_CycleOffsetParameter
:
m_TimeParameter
:
---
!u!1101
&-1910028426042056281
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
:
2659269805789241262
}
m_Solo
:
0
m_Mute
:
0
m_IsExit
:
0
serializedVersion
:
3
m_TransitionDuration
:
0.25
m_TransitionOffset
:
0
m_ExitTime
:
0.8684211
m_HasExitTime
:
1
m_HasFixedDuration
:
1
m_InterruptionSource
:
0
m_OrderedInterruption
:
1
m_CanTransitionToSelf
:
1
---
!u!91
&9100000
AnimatorController
:
m_ObjectHideFlags
:
0
...
...
@@ -34,7 +85,13 @@ AnimatorController:
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
Props2
serializedVersion
:
5
m_AnimatorParameters
:
[]
m_AnimatorParameters
:
-
m_Name
:
Value
m_Type
:
3
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
0
}
m_AnimatorLayers
:
-
serializedVersion
:
5
m_Name
:
Base Layer
...
...
@@ -48,6 +105,18 @@ AnimatorController:
m_IKPass
:
0
m_SyncedLayerAffectsTiming
:
0
m_Controller
:
{
fileID
:
9100000
}
-
serializedVersion
:
5
m_Name
:
Value
m_StateMachine
:
{
fileID
:
5258736144926047215
}
m_Mask
:
{
fileID
:
0
}
m_Motions
:
[]
m_Behaviours
:
[]
m_BlendingMode
:
0
m_SyncedLayerIndex
:
-1
m_DefaultWeight
:
0
m_IKPass
:
0
m_SyncedLayerAffectsTiming
:
0
m_Controller
:
{
fileID
:
9100000
}
---
!u!1102
&2659269805789241262
AnimatorState
:
serializedVersion
:
5
...
...
@@ -58,7 +127,8 @@ AnimatorState:
m_Name
:
Porps2_Idle
m_Speed
:
1
m_CycleOffset
:
0
m_Transitions
:
[]
m_Transitions
:
-
{
fileID
:
-5049296235152015874
}
m_StateMachineBehaviours
:
[]
m_Position
:
{
x
:
50
,
y
:
50
,
z
:
0
}
m_IKOnFeet
:
0
...
...
@@ -74,6 +144,25 @@ AnimatorState:
m_MirrorParameter
:
m_CycleOffsetParameter
:
m_TimeParameter
:
---
!u!1107
&5258736144926047215
AnimatorStateMachine
:
serializedVersion
:
5
m_ObjectHideFlags
:
1
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
Value
m_ChildStates
:
[]
m_ChildStateMachines
:
[]
m_AnyStateTransitions
:
[]
m_EntryTransitions
:
[]
m_StateMachineTransitions
:
{}
m_StateMachineBehaviours
:
[]
m_AnyStatePosition
:
{
x
:
50
,
y
:
20
,
z
:
0
}
m_EntryPosition
:
{
x
:
50
,
y
:
120
,
z
:
0
}
m_ExitPosition
:
{
x
:
800
,
y
:
120
,
z
:
0
}
m_ParentStateMachinePosition
:
{
x
:
800
,
y
:
20
,
z
:
0
}
m_DefaultState
:
{
fileID
:
0
}
---
!u!1107
&8596786493504815029
AnimatorStateMachine
:
serializedVersion
:
5
...
...
@@ -85,7 +174,7 @@ AnimatorStateMachine:
m_ChildStates
:
-
serializedVersion
:
1
m_State
:
{
fileID
:
-2052713961857118699
}
m_Position
:
{
x
:
2
00
,
y
:
0
,
z
:
0
}
m_Position
:
{
x
:
2
70
,
y
:
6
0
,
z
:
0
}
-
serializedVersion
:
1
m_State
:
{
fileID
:
2659269805789241262
}
m_Position
:
{
x
:
230
,
y
:
250
,
z
:
0
}
...
...
BoomMaster/Assets/#C2_Animations/Props3.controller
View file @
8f5e2173
...
...
@@ -25,6 +25,31 @@ AnimatorStateMachine:
m_ExitPosition
:
{
x
:
800
,
y
:
120
,
z
:
0
}
m_ParentStateMachinePosition
:
{
x
:
800
,
y
:
20
,
z
:
0
}
m_DefaultState
:
{
fileID
:
1249685987117816153
}
---
!u!1101
&-1047394579357302278
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
:
1
m_DstStateMachine
:
{
fileID
:
0
}
m_DstState
:
{
fileID
:
4979349218807356032
}
m_Solo
:
0
m_Mute
:
0
m_IsExit
:
0
serializedVersion
:
3
m_TransitionDuration
:
0.25
m_TransitionOffset
:
0
m_ExitTime
:
0.75
m_HasExitTime
:
1
m_HasFixedDuration
:
1
m_InterruptionSource
:
0
m_OrderedInterruption
:
1
m_CanTransitionToSelf
:
1
---
!u!91
&9100000
AnimatorController
:
m_ObjectHideFlags
:
0
...
...
@@ -33,7 +58,13 @@ AnimatorController:
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
Props3
serializedVersion
:
5
m_AnimatorParameters
:
[]
m_AnimatorParameters
:
-
m_Name
:
Value
m_Type
:
3
m_DefaultFloat
:
0
m_DefaultInt
:
0
m_DefaultBool
:
0
m_Controller
:
{
fileID
:
0
}
m_AnimatorLayers
:
-
serializedVersion
:
5
m_Name
:
Base Layer
...
...
@@ -57,7 +88,8 @@ AnimatorState:
m_Name
:
Porps3_Idle
m_Speed
:
1
m_CycleOffset
:
0
m_Transitions
:
[]
m_Transitions
:
-
{
fileID
:
-1047394579357302278
}
m_StateMachineBehaviours
:
[]
m_Position
:
{
x
:
50
,
y
:
50
,
z
:
0
}
m_IKOnFeet
:
0
...
...
@@ -73,6 +105,31 @@ AnimatorState:
m_MirrorParameter
:
m_CycleOffsetParameter
:
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
AnimatorState
:
serializedVersion
:
5
...
...
@@ -83,7 +140,8 @@ AnimatorState:
m_Name
:
Porps3_Attack
m_Speed
:
1
m_CycleOffset
:
0
m_Transitions
:
[]
m_Transitions
:
-
{
fileID
:
3628699619961102221
}
m_StateMachineBehaviours
:
[]
m_Position
:
{
x
:
50
,
y
:
50
,
z
:
0
}
m_IKOnFeet
:
0
...
...
BoomMaster/Assets/Res/Prefabs/Levels/Level8.prefab
View file @
8f5e2173
This diff is collapsed.
Click to expand it.
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment