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wanqing
Magnet
Commits
35e4a577
Commit
35e4a577
authored
Mar 24, 2021
by
wanqing
Browse files
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Plain Diff
修改需求
parent
c642f05e
Changes
8
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8 changed files
with
61 additions
and
19 deletions
+61
-19
.suo
Magnet/.vs/Magnet/v16/.suo
+0
-0
BossView.cs
Magnet/Assets/#A2_Scripts/Battle/Magnet/BossView.cs
+30
-4
LargeMagnetView.cs
Magnet/Assets/#A2_Scripts/Battle/Magnet/LargeMagnetView.cs
+10
-7
MagnetView.cs
Magnet/Assets/#A2_Scripts/Battle/Magnet/MagnetView.cs
+6
-3
BattleUI.cs
Magnet/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
+8
-0
BattleUI.prefab
Magnet/Assets/#A3_Prefabs/BattleUI.prefab
+2
-0
Player.prefab
Magnet/Assets/#A3_Prefabs/Char/Player.prefab
+2
-2
boss.prefab
Magnet/Assets/#A3_Prefabs/Char/boss.prefab
+3
-3
No files found.
Magnet/.vs/Magnet/v16/.suo
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35e4a577
No preview for this file type
Magnet/Assets/#A2_Scripts/Battle/Magnet/BossView.cs
View file @
35e4a577
...
...
@@ -38,6 +38,8 @@ public class BossView : MonoBehaviour
public
Material
m_emptyMat
;
[
Header
(
"子弹速度"
)]
public
float
m_speed
;
[
Header
(
"走到路径点是否待机"
)]
public
bool
m_isIdlePath
;
private
Animator
m_animator
;
//private Transform[] m_bulletTrans;
...
...
@@ -354,6 +356,16 @@ public class BossView : MonoBehaviour
PlayAnim
(
1
);
}
}
//初始点待机延迟
void
DelayStartIdle
()
{
Invoke
(
"DelayHandle"
,
0.1f
);
m_bIsIdle
=
false
;
if
(!
m_bIsDie
)
{
PlayAnim
(
1
);
}
}
//移动
void
UpdateMove
()
{
...
...
@@ -371,8 +383,8 @@ public class BossView : MonoBehaviour
{
m_bControlFinishNode
=
true
;
SendBullet
();
int
varRand
=
Random
.
Range
(
0
,
2
);
if
(
varRand
==
0
)
//
int varRand = Random.Range(0, 2);
if
(
m_isIdlePath
)
{
PlayAnim
(
0
);
m_bIsIdle
=
true
;
...
...
@@ -387,12 +399,26 @@ public class BossView : MonoBehaviour
else
{
varDir
=
m_startPos
-
transform
.
position
;
transform
.
position
+=
varDir
.
normalized
*
Time
.
deltaTime
*
m_backSpeed
;
if
(
Vector3
.
SqrMagnitude
(
varDir
)
<=
0.2f
)
if
(!
m_bIsIdle
)
{
transform
.
position
+=
varDir
.
normalized
*
Time
.
deltaTime
*
m_backSpeed
;
}
if
(
Vector3
.
SqrMagnitude
(
varDir
)
<=
0.2f
&&
!
m_bControlFinishNode
)
{
m_bControlFinishNode
=
true
;
m_bIsForWard
=
true
;
m_curIndex
=
0
;
SendBullet
();
if
(
m_isIdlePath
)
{
PlayAnim
(
0
);
m_bIsIdle
=
true
;
Invoke
(
"DelayStartIdle"
,
m_idleTime
);
}
else
{
DelayStartIdle
();
}
}
}
//Vector3 targetDir = varDir.normalized;
...
...
Magnet/Assets/#A2_Scripts/Battle/Magnet/LargeMagnetView.cs
View file @
35e4a577
...
...
@@ -222,7 +222,7 @@ public class LargeMagnetView : MonoBehaviour
m_bControlReject
=
false
;
}
}
varPlayer
.
transform
.
position
-=
var
Dir
.
normalized
*
m_power
*
m_rejectAddSpeed
*
Time
.
deltaTime
;
varPlayer
.
transform
.
position
-=
var
Player
.
transform
.
up
*
m_power
*
m_rejectAddSpeed
*
Time
.
deltaTime
;
Vector3
varVec3
=
varPlayer
.
transform
.
position
;
varVec3
.
z
=
0
;
if
(
varVec3
.
y
<
m_minHeight
)
...
...
@@ -231,9 +231,9 @@ public class LargeMagnetView : MonoBehaviour
}
varPlayer
.
transform
.
position
=
varVec3
;
//Camera.main.transform.position = varPlayer.transform.position + offset;
Vector3
varCamera
=
Camera
.
main
.
transform
.
position
;
varCamera
.
x
=
varPlayer
.
transform
.
position
.
x
;
Camera
.
main
.
transform
.
position
=
varCamera
;
//
Vector3 varCamera = Camera.main.transform.position;
//
varCamera.x = varPlayer.transform.position.x;
//
Camera.main.transform.position = varCamera;
}
void
Update
()
{
...
...
@@ -269,14 +269,14 @@ public class LargeMagnetView : MonoBehaviour
}
else
{
varPlayer
.
transform
.
position
+=
var
Dir
.
normalized
*
m_power
*
Time
.
deltaTime
;
varPlayer
.
transform
.
position
+=
var
Player
.
transform
.
up
*
m_power
*
Time
.
deltaTime
;
}
}
else
{
if
(
m_poleType
==
PoleType
.
PT_South
)
{
varPlayer
.
transform
.
position
+=
var
Dir
.
normalized
*
m_power
*
Time
.
deltaTime
;
varPlayer
.
transform
.
position
+=
var
Player
.
transform
.
up
*
m_power
*
Time
.
deltaTime
;
}
else
{
...
...
@@ -297,7 +297,10 @@ public class LargeMagnetView : MonoBehaviour
varVec3
.
y
=
m_minHeight
;
}
varPlayer
.
transform
.
position
=
varVec3
;
Camera
.
main
.
transform
.
position
=
varPlayer
.
transform
.
position
+
offset
;
//Camera.main.transform.position = varPlayer.transform.position + offset;
//Vector3 varCamera = Camera.main.transform.position;
//varCamera.x = varPlayer.transform.position.x;
//Camera.main.transform.position = varCamera;
}
}
//MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
...
...
Magnet/Assets/#A2_Scripts/Battle/Magnet/MagnetView.cs
View file @
35e4a577
...
...
@@ -139,9 +139,12 @@ public class MagnetView : MonoBehaviour
}
transform
.
position
=
varVec3
;
//镜头跟随
Vector3
varCamera
=
Camera
.
main
.
transform
.
position
;
varCamera
.
x
=
transform
.
position
.
x
;
Camera
.
main
.
transform
.
position
=
varCamera
;
if
(!
BattleCtrl
.
instance
.
battleUI
.
bossObj
)
{
Vector3
varCamera
=
Camera
.
main
.
transform
.
position
;
varCamera
.
x
=
transform
.
position
.
x
;
Camera
.
main
.
transform
.
position
=
varCamera
;
}
//Camera.main.transform.position = transform.position + offset;
ChangeMagnetPole
();
UpdateUIBloodPos
();
...
...
Magnet/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
View file @
35e4a577
...
...
@@ -70,6 +70,10 @@ public class BattleUI : MonoBehaviour
public
Vector3
m_npcPos
=
Vector3
.
zero
;
[
Header
(
"生成boss位置"
)]
public
Vector3
m_bossPos
=
Vector3
.
zero
;
[
Header
(
"镜头固定位置"
)]
public
Vector3
m_cameraSolidPos
=
new
Vector3
(-
14
,
11
,
-
10
);
[
Header
(
"镜头固定角度"
)]
public
Vector3
m_cameraSolidRotation
=
new
Vector3
(
44.4f
,
0
,
0
);
public
Action
onStartBtn
;
public
Action
onPosUpBtn
;
public
Action
onPosDownBtn
;
...
...
@@ -116,6 +120,7 @@ public class BattleUI : MonoBehaviour
private
Text
m_npcDialogueText
;
public
int
keyId
=>
m_keyId
;
public
int
curBossBlood
=>
m_curBossBlood
;
public
GameObject
bossObj
=>
m_bossObj
;
void
Awake
()
{
//m_dragBtn.onClick.AddListener(SetDragMode);
...
...
@@ -716,6 +721,9 @@ public class BattleUI : MonoBehaviour
{
m_bossObj
.
SetActive
(
true
);
}
Camera
varCamera
=
Camera
.
main
;
varCamera
.
transform
.
position
=
m_cameraSolidPos
;
varCamera
.
transform
.
rotation
=
Quaternion
.
Euler
(
m_cameraSolidRotation
.
x
,
m_cameraSolidRotation
.
y
,
m_cameraSolidRotation
.
z
);
}
//掉血
public
void
ReduceBlood
(
int
damage
)
...
...
Magnet/Assets/#A3_Prefabs/BattleUI.prefab
View file @
35e4a577
...
...
@@ -15779,6 +15779,8 @@ MonoBehaviour:
m_keyPos
:
{
x
:
-5
,
y
:
0.8
,
z
:
0
}
m_npcPos
:
{
x
:
-10
,
y
:
0.3
,
z
:
0
}
m_bossPos
:
{
x
:
-20
,
y
:
6
,
z
:
0
}
m_cameraSolidPos
:
{
x
:
-14
,
y
:
11
,
z
:
-10
}
m_cameraSolidRotation
:
{
x
:
44.4
,
y
:
0
,
z
:
0
}
---
!u!114
&1995691973
MonoBehaviour
:
m_ObjectHideFlags
:
0
...
...
Magnet/Assets/#A3_Prefabs/Char/Player.prefab
View file @
35e4a577
...
...
@@ -68,8 +68,8 @@ MonoBehaviour:
m_spaceSpeed
:
10
m_moveSpeed
:
10
m_isOpen
:
1
m_range
:
10
m_power
:
3
m_range
:
5
m_power
:
2
offset
:
{
x
:
0
,
y
:
11
,
z
:
-10
}
m_southObj
:
{
fileID
:
5591288225491791998
}
m_northObj
:
{
fileID
:
5187634355213874676
}
...
...
Magnet/Assets/#A3_Prefabs/Char/boss.prefab
View file @
35e4a577
...
...
@@ -1508,13 +1508,13 @@ MonoBehaviour:
-
{
x
:
-20
,
y
:
4
,
z
:
0
}
-
{
x
:
-10
,
y
:
4
,
z
:
0
}
-
{
x
:
-10
,
y
:
6
,
z
:
0
}
m_forwardSpeed
:
2
m_backSpeed
:
2
m_forwardSpeed
:
1
m_backSpeed
:
1
m_idleTime
:
1
m_southMat
:
{
fileID
:
2100000
,
guid
:
ff4d0913b0ebdeb419930c761e9a43d3
,
type
:
2
}
m_northMat
:
{
fileID
:
2100000
,
guid
:
5a9603aa200ca0c45bf4ce1b20e1a39a
,
type
:
2
}
m_emptyMat
:
{
fileID
:
2100000
,
guid
:
ab27c4a4c283cac489ef589c67077626
,
type
:
2
}
m_speed
:
3
m_speed
:
2
---
!u!54
&-4782649917857251709
Rigidbody
:
m_ObjectHideFlags
:
0
...
...
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