Commit a89ee6fa authored by wanqing's avatar wanqing

脚本修改

parent 509b435f
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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);
}
}
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......@@ -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()
......
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()
{
}
}
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......@@ -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;
}
}
}
......
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