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wanqing
BoomMaster
Commits
a7e05d50
Commit
a7e05d50
authored
Feb 07, 2021
by
xujr
Browse files
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Merge remote-tracking branch 'origin/master' into xjr
parents
03d72ab1
9ca3e1d2
Changes
11
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11 changed files
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624 deletions
+1242
-624
.suo
BoomMaster/.vs/BoomMaster/v16/.suo
+0
-0
LineRender.meta
BoomMaster/Assets/#A2_Scripts/Battle/LineRender.meta
+8
-0
DrawLine.cs
BoomMaster/Assets/#A2_Scripts/Battle/LineRender/DrawLine.cs
+80
-0
DrawLine.cs.meta
...ter/Assets/#A2_Scripts/Battle/LineRender/DrawLine.cs.meta
+11
-0
BattleUI.cs
BoomMaster/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
+1
-1
BombStateView.cs
BoomMaster/Assets/#A2_Scripts/Battle/View/BombStateView.cs
+20
-0
BombStateView.cs.meta
...ster/Assets/#A2_Scripts/Battle/View/BombStateView.cs.meta
+11
-0
BombView.cs
BoomMaster/Assets/#A2_Scripts/Battle/View/BombView.cs
+57
-4
胜利UI.controller
BoomMaster/Assets/#C2_Animations/UI/胜利UI.controller
+6
-162
Level1.prefab
BoomMaster/Assets/Res/Prefabs/Levels/Level1.prefab
+1027
-436
Level3.prefab
BoomMaster/Assets/Res/Prefabs/Levels/Level3.prefab
+21
-21
No files found.
BoomMaster/.vs/BoomMaster/v16/.suo
View file @
a7e05d50
No preview for this file type
BoomMaster/Assets/#A2_Scripts/Battle/LineRender.meta
0 → 100644
View file @
a7e05d50
fileFormatVersion: 2
guid: 691e041aae1ecf54fa33ea6da9a37025
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
BoomMaster/Assets/#A2_Scripts/Battle/LineRender/DrawLine.cs
0 → 100644
View file @
a7e05d50
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
DrawLine
:
MonoBehaviour
{
//游戏对象,这里是线段对象
private
GameObject
LineRenderGameObject
;
//线段渲染器
private
LineRenderer
lineRenderer
;
//设置线段的个数,标示一个曲线由几条线段组成
private
int
lineLength
=
2
;
//分别记录4个点,通过这4个三维世界中的点去连接一条线段
private
Vector3
v0
=
new
Vector3
(
1.0f
,
0.0f
,
0.0f
);
private
Vector3
v1
=
new
Vector3
(
0.0f
,
1.0f
,
0.0f
);
//用来索引端点
private
int
index
=
0
;
//端点数
private
int
LengthOfLineRenderer
=
0
;
private
Vector3
position
;
void
Start
()
{
//通过之前创建的对象的名称,就可以在其它类中得到这个对象,
//这里在main.cs中拿到line的对象
LineRenderGameObject
=
GameObject
.
Find
(
"line"
);
//通过游戏对象,GetComponent方法 传入LineRenderer
//就是之前给line游戏对象添加的渲染器属性
//有了这个对象才可以为游戏世界渲染线段
lineRenderer
=
(
LineRenderer
)
LineRenderGameObject
.
GetComponent
(
"LineRenderer"
);
//设置线段长度,这个数值须要和绘制线3D点的数量想等
//否则会抛异常~~
//lineRenderer.positionCount = lineLength;
lineRenderer
.
startWidth
=
0.015f
;
lineRenderer
.
endWidth
=
0.015f
;
}
void
Update
()
{
//lineRenderer = GetComponent<LineRenderer>();
//鼠标左击
if
(
Input
.
GetMouseButtonDown
(
0
))
{
//将鼠标点击的屏幕坐标转换为世界坐标,然后存储到position中
position
=
Camera
.
main
.
ScreenToWorldPoint
(
new
Vector3
(
Input
.
mousePosition
.
x
,
Input
.
mousePosition
.
y
,
1.0f
));
//端点数+1
LengthOfLineRenderer
++;
//设置线段的端点数
Debug
.
LogError
(
LengthOfLineRenderer
);
lineRenderer
.
positionCount
=
LengthOfLineRenderer
;
}
//连续绘制线段
while
(
index
<
LengthOfLineRenderer
)
{
//两点确定一条直线,所以我们依次绘制点就可以形成线段了
lineRenderer
.
SetPosition
(
index
,
position
);
index
++;
}
//在游戏更新中去设置点
//根据点将这个曲线链接起来
//第一个参数为 点的ID
//第二个 参数为点的3D坐标
//ID 一样的话就标明是一条线段
//所以盆友们须要注意一下!
//lineRenderer.SetPosition(0, v0);
//lineRenderer.SetPosition(1, v1);
}
}
BoomMaster/Assets/#A2_Scripts/Battle/LineRender/DrawLine.cs.meta
0 → 100644
View file @
a7e05d50
fileFormatVersion: 2
guid: 31a4ba446352e8c49ac612163560b881
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
BoomMaster/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
View file @
a7e05d50
...
...
@@ -335,7 +335,7 @@ public class BattleUI : MonoBehaviour
//m_boomUIS[m_bombIndex].SetActive(false);
m_bombIndex
++;
m_leftBombNum
.
text
=
string
.
Format
(
"X{0:d}"
,
3
-
m_bombIndex
);
Invoke
(
"OnClickBoomBtn"
,
1.5f
);
//
Invoke("OnClickBoomBtn", 1.5f);
}
//点击爆破按钮
public
void
OnClickBoomBtn
()
...
...
BoomMaster/Assets/#A2_Scripts/Battle/View/BombStateView.cs
0 → 100644
View file @
a7e05d50
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
BombStateView
:
MonoBehaviour
{
public
GameObject
m_realBombObj
;
//真实炸弹
public
GameObject
m_unrealBombObj
;
//虚拟炸弹
//设置真实炸弹位置
public
void
SetRealBombPos
()
{
}
//设置虚拟炸弹位置
public
void
SetUnRealBombPos
()
{
}
}
BoomMaster/Assets/#A2_Scripts/Battle/View/BombStateView.cs.meta
0 → 100644
View file @
a7e05d50
fileFormatVersion: 2
guid: 16da074c2d6650c428960d7b66fddf48
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
BoomMaster/Assets/#A2_Scripts/Battle/View/BombView.cs
View file @
a7e05d50
...
...
@@ -7,9 +7,11 @@ public class BombView : MonoBehaviour
{
public
Transform
m_cameraTrans
;
//相机
public
Transform
m_rootTrans
;
//root节点
public
LineRenderer
lineRenderer
;
//线段渲染器
//public GameObject m_bombParticleObj;//炸弹粒子
private
RayfireBomb
m_curBomb
;
//当前的炸弹
private
BombStateView
m_bombStateView
;
//控制炸弹状态
private
GameObject
m_curBombEffect
;
//当前炸弹特效
private
bool
m_bCanBePlace
=
true
;
//是否能放置炸弹
private
int
m_totalChildNum
=
0
;
//总数
...
...
@@ -21,6 +23,10 @@ public class BombView : MonoBehaviour
private
float
m_lastRotateAngle
=
0.0f
;
//之前的旋转角度
private
int
m_TotalDamageNum
=
0
;
//破坏数量
private
List
<
Transform
>
m_lstDamage
=
new
List
<
Transform
>();
private
Vector3
v0
=
new
Vector3
(
1.0f
,
0.0f
,
0.0f
);
private
Vector3
v1
=
new
Vector3
(
0.0f
,
1.0f
,
0.0f
);
private
int
m_lineIndex
=
0
;
//线计数
private
Vector2
m_lastInputPos
=
Vector2
.
zero
;
private
void
Awake
()
{
m_totalChildNum
=
m_rootTrans
.
childCount
-
1
;
...
...
@@ -48,6 +54,8 @@ public class BombView : MonoBehaviour
//{
// m_rate = 0.2f;
//}
lineRenderer
.
startWidth
=
0.02f
;
lineRenderer
.
endWidth
=
0.02f
;
}
//移动
void
OnMove
(
Vector3
dir
)
...
...
@@ -69,6 +77,7 @@ public class BombView : MonoBehaviour
//}
m_curBomb
=
rayfireBomb
;
m_bombStateView
=
m_curBomb
.
GetComponent
<
BombStateView
>();
//if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelOneIndex)
//{
// m_curBomb.range = 0.5f;
...
...
@@ -78,6 +87,19 @@ public class BombView : MonoBehaviour
// m_curBomb.range = 1.5f;
//}
m_bCanBePlace
=
false
;
InvokeRepeating
(
"DrawLine"
,
0.3f
,
0.5f
);
}
//画线
void
DrawLine
()
{
lineRenderer
.
positionCount
=
m_lineIndex
+
1
;
lineRenderer
.
SetPosition
(
m_lineIndex
,
m_curBomb
.
transform
.
position
+
-
Vector3
.
forward
*
m_lineIndex
/
3.0f
);
m_lineIndex
++;
if
(
m_lineIndex
>=
5
)
{
CancelInvoke
(
"DrawLine"
);
}
}
//设置放置状态
public
void
SetPlaceState
(
bool
value
)
...
...
@@ -133,6 +155,10 @@ public class BombView : MonoBehaviour
{
CancelInvoke
(
"CalculateDamageNum"
);
}
if
(
IsInvoking
(
"DrawLine"
))
{
CancelInvoke
(
"DrawLine"
);
}
m_lstDamage
.
Clear
();
m_lstDamage
=
null
;
}
...
...
@@ -159,7 +185,7 @@ public class BombView : MonoBehaviour
m_bControlWin
=
false
;
Invoke
(
"CheckSuccess"
,
4
);
}
if
(
m_TotalDamageNum
>=
m_totalChildNum
*
0.8f
)
if
(
(
float
)
m_TotalDamageNum
/
m_totalChildNum
>=
0.8f
)
{
m_bControlWin
=
false
;
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
star
=
3
;
...
...
@@ -181,17 +207,17 @@ public class BombView : MonoBehaviour
//检查胜利
void
CheckSuccess
()
{
if
(
m_TotalDamageNum
>=
m_totalChildNum
*
0.8f
)
if
(
(
float
)
m_TotalDamageNum
/
m_totalChildNum
>=
0.8f
)
{
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
star
=
3
;
BattleCtrl
.
instance
.
OnBattleWin
();
}
else
if
(
m_TotalDamageNum
<
m_totalChildNum
*
0.8f
&&
m_TotalDamageNum
>=
m_totalChildNum
*
0.7f
)
else
if
(
(
float
)
m_TotalDamageNum
/
m_totalChildNum
<
0.8f
&&
(
float
)
m_TotalDamageNum
/
m_totalChildNum
>=
0.7f
)
{
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
star
=
2
;
BattleCtrl
.
instance
.
OnBattleWin
();
}
else
if
(
m_TotalDamageNum
>=
m_totalChildNum
*
0.6f
&&
m_TotalDamageNum
<
m_totalChildNum
*
0.7f
)
else
if
(
(
float
)
m_TotalDamageNum
/
m_totalChildNum
>=
0.6f
&&
(
float
)
m_TotalDamageNum
/
m_totalChildNum
<
0.7f
)
{
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
star
=
1
;
BattleCtrl
.
instance
.
OnBattleWin
();
...
...
@@ -221,6 +247,33 @@ public class BombView : MonoBehaviour
go
.
transform
.
position
=
hit
.
point
;
SetBomb
(
go
.
GetComponent
<
RayfireBomb
>());
BattleCtrl
.
instance
.
battleUI
.
SetBomb
();
m_lastInputPos
=
Input
.
mousePosition
;
}
}
}
//范围随机生成一个炸弹
void
RandomCreateAnotherBomb
()
{
Vector3
varVec3
;
float
varRanX
=
Random
.
Range
(
m_lastInputPos
.
x
-
200.0f
,
m_lastInputPos
.
x
+
200.0f
);
float
varRanY
=
Random
.
Range
(
m_lastInputPos
.
y
-
200.0f
,
m_lastInputPos
.
y
+
200.0f
);
varVec3
.
x
=
varRanX
;
varVec3
.
y
=
varRanY
;
varVec3
.
z
=
0
;
Ray
ray
=
Camera
.
main
.
ScreenPointToRay
(
varVec3
);
RaycastHit
hit
=
new
RaycastHit
();
if
(
Physics
.
Raycast
(
ray
,
out
hit
))
{
if
(
hit
.
collider
.
tag
==
"Target"
&&
m_bCanBePlace
)
{
GameObject
go
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
rayfireBombObj
);
go
.
transform
.
position
=
hit
.
point
;
SetBomb
(
go
.
GetComponent
<
RayfireBomb
>());
BattleCtrl
.
instance
.
battleUI
.
SetBomb
();
m_lastInputPos
=
Input
.
mousePosition
;
}
}
}
...
...
BoomMaster/Assets/#C2_Animations/UI/胜利UI.controller
View file @
a7e05d50
...
...
@@ -10,17 +10,8 @@ AnimatorStateMachine:
m_Name
:
Base Layer
m_ChildStates
:
-
serializedVersion
:
1
m_State
:
{
fileID
:
-3995855594758530404
}
m_Position
:
{
x
:
500
,
y
:
40
,
z
:
0
}
-
serializedVersion
:
1
m_State
:
{
fileID
:
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}
m_Position
:
{
x
:
250
,
y
:
-10
,
z
:
0
}
-
serializedVersion
:
1
m_State
:
{
fileID
:
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}
m_Position
:
{
x
:
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,
y
:
200
,
z
:
0
}
-
serializedVersion
:
1
m_State
:
{
fileID
:
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}
m_Position
:
{
x
:
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,
y
:
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,
z
:
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}
m_State
:
{
fileID
:
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}
m_Position
:
{
x
:
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,
y
:
0
,
z
:
0
}
m_ChildStateMachines
:
[]
m_AnyStateTransitions
:
[]
m_EntryTransitions
:
[]
...
...
@@ -30,55 +21,7 @@ AnimatorStateMachine:
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
:
6881867964377765539
}
---
!u!1102
&-3995855594758530404
AnimatorState
:
serializedVersion
:
5
m_ObjectHideFlags
:
1
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
Game Winstart 1
m_Speed
:
1
m_CycleOffset
:
0
m_Transitions
:
[]
m_StateMachineBehaviours
:
[]
m_Position
:
{
x
:
50
,
y
:
50
,
z
:
0
}
m_IKOnFeet
:
0
m_WriteDefaultValues
:
1
m_Mirror
:
0
m_SpeedParameterActive
:
0
m_MirrorParameterActive
:
0
m_CycleOffsetParameterActive
:
0
m_TimeParameterActive
:
0
m_Motion
:
{
fileID
:
7400000
,
guid
:
97c9f2fcf74e51e44894f87376bb2ba9
,
type
:
2
}
m_Tag
:
m_SpeedParameter
:
m_MirrorParameter
:
m_CycleOffsetParameter
:
m_TimeParameter
:
---
!u!1101
&-819262519012382159
AnimatorStateTransition
:
m_ObjectHideFlags
:
1
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
m_Conditions
:
[]
m_DstStateMachine
:
{
fileID
:
0
}
m_DstState
:
{
fileID
:
8387288024297008210
}
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
m_DefaultState
:
{
fileID
:
8912397566251227239
}
---
!u!91
&9100000
AnimatorController
:
m_ObjectHideFlags
:
0
...
...
@@ -101,113 +44,14 @@ AnimatorController:
m_IKPass
:
0
m_SyncedLayerAffectsTiming
:
0
m_Controller
:
{
fileID
:
9100000
}
---
!u!1102
&3405079865687966551
AnimatorState
:
serializedVersion
:
5
m_ObjectHideFlags
:
1
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
Game Winstart 2
m_Speed
:
1
m_CycleOffset
:
0
m_Transitions
:
[]
m_StateMachineBehaviours
:
[]
m_Position
:
{
x
:
50
,
y
:
50
,
z
:
0
}
m_IKOnFeet
:
0
m_WriteDefaultValues
:
1
m_Mirror
:
0
m_SpeedParameterActive
:
0
m_MirrorParameterActive
:
0
m_CycleOffsetParameterActive
:
0
m_TimeParameterActive
:
0
m_Motion
:
{
fileID
:
7400000
,
guid
:
0f895a76aa7818249b587e41f640675b
,
type
:
2
}
m_Tag
:
m_SpeedParameter
:
m_MirrorParameter
:
m_CycleOffsetParameter
:
m_TimeParameter
:
---
!u!1101
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AnimatorStateTransition
:
m_ObjectHideFlags
:
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m_CorrespondingSourceObject
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{
fileID
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}
m_PrefabInstance
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fileID
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m_PrefabAsset
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